All Marvel Snap Locations: Every unique effect explained – Dexerto

Holding two of three Locations in Marvel Snap is the key to victory, so therefore, knowing every possible effect is vital to your success. Here’s a complete breakdown of every single Location in Marvel Snap to date so you can get ahead of the curve,\n\nLocations are everything in Marvel Snap. Your sole objective is to control as many Locations as possible in order to win. But with each having its own unique effect, every game will have you changing up your strategy on the fly.\n\nFrom simple effects like adding Power to your cards to outright adding a seventh turn, Locations can completely flip any given match on its head.\n\nThus, if you’re looking to succeed in the game, it’s crucial you know every possible Location before they appear. So here’s a full rundown on every Marvel Snap Location today along with all the unique effects.\n\n Locations are everything in Marvel Snap. Familiarize yourself with each unique effect so you’re never caught off-guard.\nHow Locations work in Marvel Snap\nWith each Marvel Snap game, three Locations are present in the middle of the field. At the very beginning, just one of these Locations will be visible, with the following revealed across turns two and three.\n\nOver six turns, your objective is to amass as must Power as possible at these Locations. Having more Power than your opponent in two of the three Locations is your end goal.\n\nThis means even if one Location goes ignored for the entire match, you can still win so long as you dominate the remaining two.\n\nThough with every round of action in Marvel Snap, the combination of Locations will be different. Each time around, a unique mix will be revealed, meaning you can rest on your laurels and expect one strategy to work across every game.\nWhat are Featured Locations in Marvel Snap?\nWhile most Locations in Marvel Snap have an equal chance of showing up in your next game, a few can stand out from the pack and appear more often than others.\n\n With each passing week in Marvel Snap, expect to see fresh Locations featured more prominently than others. To keep the game fresh and ensure even the most experienced players remain on their toes, Featured Locations rotate to shake up the meta.\n\nWhile Featured, the specific Location has far greater odds of appearing in your next match. While it’s not a guarantee, the Featured Location will appear in a vast majority of games across that weekend, meaning it’d be wise to build a deck around its effect.\nFull list of Marvel Snap Locations\nAt launch, Marvel Snap featured more than 50 unique Locations in total and that number is already growing. While that’s plenty to wrap your head around, more Locations are being added to the mix with seasonal updates each and every month.\n\nBelow is a complete list of every Location we know about thus far in Marvel Snap.\n\n\n\nLocation\nEffect\n\n\nAltar of Death\nWhen you play a card here, destroy it to get +2 Energy next turn.\n\n\nAsgard\nAt the end of turn 4, whoever is winning here draws 2 cards.\n\n\nAsteroid M\nAfter you play a 3 or 4-Cost card, move it here.\n\n\nAtlantis\nIf you only have one card here, it has +5 Power.\n\n\nAttilan\nOn turn 4, shuffle your hand into your deck. Draw 3 cards.\n\n\nAunt May’s\nThe first card you play here gets +3 Power and moves.\n\n\nAvengers Compound\nOn turn 5, all cards must be played here.\n\n\nBar Sinister\nWhen you play a card here, fill this Location with copies of it.\n\n\nBar With No Name\nWhoever has the least Power here wins.\n\n\nBaxter Building\nWhoever is winning this location gets +3 Power at the others.\n\n\nCamp Lehigh\nAdd a random 3-Cost card to each player’s hand.\n\n\nCentral Park\nAdd a Squirrel to each location.\n\n\nCloning Vats\nWhen you play a card here, add a copy to your hand.\n\n\nCollapsed Mine\nFill this Location with Rocks. Skip a turn to destroy your Rocks.\n\n\nCrimson Cosmos\n1, 2, and 3-Cost cards can’t be played here.\n\n\nDaily Bugle\nGet a copy of a card in your opponent’s hand.\n\n\nDanger Room\nCards played here have a 25% chance to be destroyed.\n\n\nDark Dimension\nCards played here are not revealed until the game ends.\n\n\nDeath’s Domain\nWhen you play a card here, destroy it. (Previously this effect was seen on Knowhere) \n\n\nDeep Space\nOn Reveal abilities won’t happen at this Location.\n\n\nDistrict X\nReplace both decks with 10 random cards.\n\n\nDream Dimension\nOn turn 5, cards cost 1 more.\n\n\nEgo\nEgo takes over and plays your cards for you.\n\n\nElysium\nCards cost 1 less.\n\n\nEternity Range\nAfter turn 3, add a Rock to the losing player’s side.\n\n\nFisk Tower\nWhen a card moves here, destroy it.\n\n\nFlooded\nCards can’t be played here.\n\n\nFlooding\nThis is the last turn cards can be played here.\n\n\nFogwell’s Gym\nBoth players get double Boosters this game.\n\n\nGamma Lab\nAfter turn 3, transform all cards here into the Hulk.\n\n\nGrand Central\nAt the end of turn 5, put a card from each player’s hand here.\n\n\nGreat Web\nAfter each turn, move one card to the Web for a random player.\n\n\nHala\nAt the end of turn 4, destroy all cards controlled by the player losing here.\n\n\nHellfire Club\n1-Cost cards can’t be played here.\n\n\nHell’s Kitchen\nDraw a 1-Cost card from your deck.\n\n\nIsle of Silence\nOngoing effects are disabled here.\n\n\nJotunheim\nAfter each turn, cards here lose 1 Power.\n\n\nK’un-Lun\nWhen a card moves here, give it +2 Power.\n\n\nKamar-Taj\nOn Reveal effects happen twice at this location.\n\n\nKlyntar\nAfter turn 4, merge your cards here into a Symbiote.\n\n\nKnowhere\nOn Reveal effects do not happen at this location.\n\n\nKrakoa\nOn turn 5, takes over and plays both players’ cards for them.\n\n\nKyln\nYou can’t play cards here after turn 4.\n\n\nLake Hellas\n1-Cost cards here have +2 Power\n\n\nLamentis-1\nDraw 3 cards. Destroy both decks.\n\n\nLechuguilla\nWhen you play a card here shuffle 3 rocks into your deck.\n\n\nLemuria\nNo cards are revealed this turn.\n\n\nLimbo\nThere is a turn 7 this game.\n\n\nLos Diablos Base\nAt the end of turn 3, ruin a random location.\n\n\nLuke’s Bar\nWhen you play a card here, return it to your hand.\n\n\nMachineworld\nAfter you play a card here, add a copy to the opponent’s hand.\n\n\nMindscape\nAt the start of turn 6, swap hands.\n\n\nMiniaturized Lab\nOn turn 3, 4, and 5, no cards can be added here.\n\n\nMirror Dimension\nOn turn 4, transform into one of the other locations.\n\n\nMojoworld\nWhoever has more cards here gets +100 Power.\n\n\nMonster Island\nAdd a 9-Power Monster here for each player.\n\n\nMonster Metropolis\nThe cards with the highest Power here get +3 Power.\n\n\nMorag\nYou can’t play your first card here each turn.\n\n\nMuir Island\nAfter each turn, give cards here +1 Power.\n\n\nMurderworld\nAt the end of turn 3, destroy all cards here.\n\n\nNecrosha\nCards here have -2 Power.\n\n\nNegative Zone\nCards here have -3 Power.\n\n\nNew York\nOn turn 6, you can move cards to this location.\n\n\nNidavellir\nCards here have +5 Power\n\n\nNova Roma\nDraw a card.\n\n\nOlympia\nDraw 2 cards\n\n\nOnslaught’s Citadel\nOngoing effects here are doubled.\n\n\nOrchis Forge\nAfter you play a card here, add a Sentinel to your hand.\n\n\nOscorp Tower\nAfter turn 3, all cards here swap sides.\n\n\nPet Mansion\nThis turn, all cards must be played here.\n\n\nPlunder Castle\nOnly Cards that cost 6 can be played here.\n\n\nProject Pegasus\n+5 Energy this turn.\n\n\nQuantum Realm\nWhen you play a card here, set its base Power to 2.\n\n\nQuantum Tunnel\nWhen you play a card here, swap it with a card in your deck.\n\n\nRickety Bridge\nAfter each turn, if there is more than one card here, destroy them.\n\n\nRuins\n[no effect]\n\n\nSakaar\nPut a card from each player’s hand here.\n\n\nSanctum Sanctorum\nCards can’t be played here.\n\n\nSavage Land\nAdd two Raptors on each side of this location.\n\n\nSewer System\nCards here have -1 Power.\n\n\nShadowland\nAdd a Ninja to each side with -2 Power.\n\n\nShuri’s Lab\nWhen you play a card here, double it’s Power.\n\n\nSinister London\nWhen you play a card here, add a copy to another location.\n\n\nSokovia\nDiscard a card from each player’s hand.\n\n\nStark Tower\nAt the end of turn 5, give all cards here +2 Power.\n\n\nStarlight Citadel\nAfter turn 4, swap the position of each location.\n\n\nStrange Academy\nAt the end of turn 5 move all cards here to other random locations.\n\n\nSubterranea\nShuffle 5 rocks into each deck.\n\n\nThe Bifrost\nAfter turn 4, move all cards one location to the right.\n\n\nThe Big House\n4, 5, and 6-Cost cards can’t be played here.\n\n\nThe Hub\nAdd a random card to each player’s hand.\n\n\nThe Ice Box\nGive a card in each player’s hand +1 Cost.\n\n\nThe Nexus\nYour Power here is granted to other Locations as well.\n\n\nThe Peak\nEach card in your hand swaps its Power and Cost.\n\n\nThe Raft\nWhoever fills this Location first draws a 6-Cost card. It costs 0.\n\n\nThe Sacred Timeline\nFirst to fill this gets a copy of their opening hand.\n\n\nThe Sandbar\nCards with abilities can’t be played here.\n\n\nThe Space Throne\nOnly one card can be here for each player.\n\n\nThe Superflow\nIf you have no cards here, +1 energy each turn.\n\n\nThe Triskelion\nFill each player’s hand with random cards.\n\n\nThe Vault\nOn turn 6, cards can’t be played here.\n\n\nThrone Room\nCard(s) here with the highest Power have their Power doubled.\n\n\nTinkerer’s Workshop\n+1 Energy this turn.\n\n\nTitan\n6-Cost cards cost 1 less.\n\n\nTransia\nShuffle the locations.\n\n\nTVA\nAt the end of turn 4, end the game.\n\n\nVibranium Mines\nWhen you play a card here, shuffle 3 Vibranium into your deck.\n\n\nVormir\nThe first card you play here is destroyed.\n\n\nWakanda\nCards here can’t be destroyed.\n\n\nWakandan Embassy\nGive +2 Power to cards in players’ hands.\n\n\nWarrior Falls\nAfter each turn, cards here FIGHT! Destroy the weakest one(s).\n\n\nWashington D.C.\nCards here with no abilities have +3 Power.\n\n\nWeirdworld\nBoth players draw from their opponent’s decks.\n\n\nWestview\nTurns into a new location on turn 4.\n\n\nWhite Hot Room\nFirst to fill this gets +3 Max Energy.\n\n\nWorldship\nDestroy the other locations.\n\n\nX-Mansion\nAt the end of turn 3, add a random card here for each player.\n\n\nXandar\nCards here have +1 Power.\n\n\n\nWhile that’s every Marvel Snap Location we know about at this moment, rest assured we’ll keep you updated here as new additions join the mix.

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