Mastering Marvel Snap: Understanding the Importance of Locations

Home Game Mastering Marvel Snap: Understanding the Importance of Locations
marvel snap locations strategy
marvel snap locations strategy
marvel snap locations strategy

The Villains in Marvel Snap are the primary obstacle to your success. These powerful enemies can be played at any time to disrupt your plans and slow down your progress. With unique abilities and strengths, each Villain presents a different challenge to overcome. Whether you're facing a horde of minions or a single powerful boss, it's important to have a strategy for dealing with Villains to keep your Locations safe and secure."

"Artifacts in Marvel Snap are special cards that can be added to your deck to provide powerful bonuses and effects. From boosting your heroes' stats to providing additional resources, Artifacts can give you an edge in battle. With a wide variety of Artifacts available, it's important to choose the right ones for your deck and strategy. Whether you're looking for a particular type of effect or just want to add some extra power to your deck, Artifacts are a valuable tool in your quest for victory

This comprehensive guide to Marvel Snap has been fully updated to provide players with the latest information and strategies. With the addition of a video guide, players can now see each Location in action and learn how to master them. The guide now includes the latest Wakandan Locations, such as Shuri's Lab and Warrior Falls, and features an expanded list of cards that affect Locations for easy reference. Whether you're a seasoned veteran or just starting out, this guide is the ultimate resource for mastering Marvel Snap.

What Are Locations?

marvel snap locations
marvel snap locations

In Marvel Snap, players must use their cards wisely to increase their power at each Location and gain the upper hand. By playing cards that boost their power, players can outmaneuver their opponent and secure control of the Locations. However, players must also be prepared to defend their positions against their opponent's attacks, as their power can be reduced by playing certain cards."

"One key strategy in Marvel Snap is to focus on a single Location and pour all your resources into securing it. This can be especially effective if the Location has a powerful effect that will give you an advantage over your opponent. However, players must also be prepared to adapt their strategy on the fly, as the revealed Locations and their effects can change at any time."

"Another important factor in Marvel Snap is timing. By playing cards at the right moment, players can trigger powerful combos and gain an advantage over their opponent. Whether you're playing cards to increase your power or disrupt your opponent's plans, timing is key to success in Marvel Snap. By mastering the timing of your card plays, you can gain an edge over your opponent and secure victory.

Cards That Affect Locations

Cards That Affect Locations
Cards That Affect Locations

In Marvel Snap, there are several cards that can interact with Locations in unique ways, adding an extra layer of strategy to the game. For instance, Uatu The Watcher gives players the ability to see unrevealed Locations before they take effect, giving them a tactical advantage. Scarlet Witch can change a Location to a different one at random, making it difficult for opponents to plan ahead. Rhino transforms a Location into Ruins, making it challenging for players to increase their power there. Storm can flood a Location, removing its abilities and preventing cards from being played there. Quake can shuffle the Locations on the board, disrupting players' strategies. And Galactus can destroy every Location except his own, making him a force to be reckoned with.

All Locations in Marvel Snap

All Locations in Marvel Snap
All Locations in Marvel Snap

Stay ahead of the game with our comprehensive list of every known Location in Marvel Snap. Whether you're a seasoned player or just starting out, our constantly updated list will give you the edge you need to dominate the board. Plan your strategy and discover new ways to claim victory with every Location at your disposal. Stay ahead of the competition and take control of the game with our expertly curated list

  • Asteroid M: Cards costing 3 or 4 energy are moved to Asteroid M when played.
  • Atlantis: Cards gain +5 power while at Atlantis, if no other cards on their side are at the same location.
  • Attilan: At the end of turn 3, both players shuffle their hands into their decks and draw 3 cards.
  • Avengers Compound: Cards can't be played to any location except Avengers Compound during turn 5.
  • Bar Sinister: Copies of cards played to Bar Sinister are added until it's full.
  • Bar With No Name: Player with least power wins the location, player with most power wins if it becomes different location.
  • Baxter Building: Player winning Baxter Building gets +3 power at other 2 locations.
  • Bifrost: At end of turn 4, all cards move 1 location to the right.
  • Big House: Cards costing 4 or higher can't be played to Big House.
  • Central Park: Both players get a 1-power Squirrel at every location when Central Park is revealed.
  • Cloning Vats: A copy of played card is created in player's hand.
  • Counter-Earth: A copy of played card is created at same location.
  • Crimson Cosmos: Cards costing 3 or less can't be played to Crimson Cosmos.
  • Crystal Towers: Both players shuffle their hands into their decks and draw 3 cards when Crystal Towers is revealed.
  • Daily Bugle: Both players draw a copy of random card from opponent's hand.
  • Danger Room: 1 in 4 chance of card being destroyed after played to Danger Room.
  • Dark Dimension: Cards played to Dark Dimension not revealed until after final turn ends.
  • Death's Domain: Cards played to Death's Domain are destroyed after revealed.
  • Deep Space: Cards played to Deep Space don't resolve On Reveal effects.
  • District X: Both players replace decks with 10 random cards from all cards in game.
  • Dream Dimension: All cards cost +1 energy to play during turn 5.
  • Ego: Both players' turns are played by AI while Ego is revealed, players regain control if Ego transforms.
  • Elysium: Cards cost -1 energy while Elysium is revealed, return to normal if it becomes different location.
  • Fisk Tower: Cards moved to Fisk Tower are destroyed after movement is resolved.
  • "Fogwell's Gym: Boost your game with twice the normal number of Boosters at the end of each match.
  • Gamma Lab: Transform your cards into powerful Hulks with twelve power at the end of turn three.
  • Genosha: Move cards freely from other locations to Genosha for maximum flexibility.
  • Grand Central: Get a free, randomly chosen card from your hand played to Grand Central at the end of turn five. No card played if hand is empty.
  • Hala: Eliminate cards belonging to the player with the least power at Hala at the end of turn four.
  • Hellfire Club: Limit your options with a restriction on playing cards with a cost of one to Hellfire Club.
  • Hell's Kitchen: Draw a card with a cost of one from your deck when Hell's Kitchen is revealed. No draw if deck lacks cards with a cost of one.
  • Ice Box: Increase the cost of one randomly chosen card in your hand permanently by one.
  • Isle Of Silence: Nullify ongoing effects on cards at the Isle Of Silence, but still allow for effects from other locations.
  • Jotunheim: Weaken your opponents' cards with a permanent loss of one power at the end of each turn.
  • Kamar-Taj: Resolve On Reveal effects twice for maximum impact when playing cards to Kamar-Taj.
  • Klyntar: Decrease the power of cards at Klyntar by two for a strategic advantage.
  • Knowhere: Prevent On Reveal effects from resolving when playing cards to Knowhere.
  • Krakoa: Let the AI take over and play both players' cards on turn six.
  • K'un-Lun: Gain an edge with two extra power for cards that move to K'un-Lun.
  • Kyln: Limit your options with a restriction on playing cards to Kyln after turn four."
  • Lechuguilla: Adds 3 zero-power Rock cards to deck when played.
  • Lemuria: Cards remain face-down until end of next turn, no On Reveal effects until face-up.
  • Limbo: Game ends after 7 turns, or 6 if transformed into another Location.
  • Los Diablos Base: Turns random Location into Ruins at end of turn 3.
  • Luke's Bar: Returns played cards to player's hand, resolves On Reveal before return.
  • Machineworld: Opponent gets copy of played card added to hand.
  • Madripoor: Cards can be moved freely to other Locations, not vice versa.
  • Mindscape: Swaps hands at beginning of turn 6.
  • Miniaturized Lab: Cannot play cards on turns 3, 4, or 5.
  • Mirror Dimension: Becomes copy of random Location at beginning of turn 4.
  • Mojoworld: +100 power if one player has more cards than the other, no bonus for equal.
  • Monster Island: Both players get 9 power Monster when revealed.
  • Monster Metropolis: Card with highest power gets +3 power, tied cards both get bonus.
  • Morag: First card played each turn cannot be played to Morag.
  • Mother Mold: Creates Sentinel in player's hand when played.
  • Mount Wundagore: Discards a card when played.
  • Muir Island: Permanently increases power by 1 each turn.
  • Murderworld: Destroys all cards at end of turn 3.
  • Necrosha: Cards have 2 less power.
  • Negative Zone: Cards have 3 less power.
  • New York: Can move cards to New York during turn 6.
  • Nidavelir: Cards have +5 power.
  • Nova Roma: Draws card from deck when revealed.
  • Olympia: Draws 2 cards from deck when revealed.
  • Onslaught's Citadel: Doubles ongoing effects.
  • Oscorp Tower: Switches sides of all cards at end of turn 3.
  • Pleasant Hill: Draws a card when played.
  • Project Pegasus: +5 energy for both players on turn of reveal.
  • Quantum Realm: Power becomes 2 when played.
  • Ruins: No effect.
  • Sakaar: Moves random card from each player's hand when revealed, no cost or On Reveal trigger.
  • Sanctum Sanctorum: No cards allowed after reveal.
  • Savage Land: Get 1-power Raptors when revealed.
  • Sewer System: Cards have -1 power.
  • Shadowland: Both players get Ninja reducing total power by 2.
  • Shuri's Lab: Double card power when played.
  • Sinister London: Adds copy to another location if possible.
  • Sokovia: Both players discard random card when revealed.
  • Space Throne: Only 1 card allowed instead of 4. Multiple cards stay but no more can be added until slot is empty.
  • Stark Tower: End of turn 5, each card gets +2 power for rest of match.
  • Starlight Citadel: End of turn 4, all 3 Locations change positions, cards remain in current position.
  • Strange Academy: End of turn 5, every card moves to random other Location.
  • Subterranea: Players shuffle 5 0-power Rocks into deck.
  • T.A.H.I.T.I.: Creates copy when card is destroyed or discarded.
  • The Hub: Both players get random card from all in the game.
  • The Nexus: Power at The Nexus added to other two locations.
  • The Peak: Switches power and cost values of both players' hand cards when revealed.
  • The Raft: 1st player to have 4 cards draws 6-cost card from deck and changes cost to 0.
  • The Superflow: 1 extra energy at start of each turn if no cards at The Superflow.
  • The Vault: No cards allowed on turn 6.
  • Tinkerer's Workshop: Both players get 1 extra energy when revealed.
  • Titan: 6-cost cards cost 5 instead.
  • Transia: All 3 Locations change positions when revealed, cards stay in current position.
  • Triskelion: Random cards added to players' hands until full.
  • TVA: Game ends after 4 turns instead of 6, returns to 6 if TVA changes.
  • Utopia: Cards at Utopia can move to other locations during turn 4.
  • Vibranium Mines: 3 Vibranium cards shuffled into deck when card is played. Vibranium is 1-cost, 4-power, un-destroyable.
  • Vormir: Only play cards to Vormir if no cards there.
  • Wakanda: Cards at Wakanda cannot be destroyed.
  • Wakandan Embassy: Hand cards get +2 power for rest of match when revealed.
  • Warrior Falls: End of turn, lowest power cards destroyed. All same power, no destruction.
  • Washington, D.C.: No-ability cards get +3 power.
  • Weirdworld: Players draw from opponent's deck instead of own as long as Weirdworld is revealed.
  • Westview: Becomes random Location at beginning of turn 4.
  • Worldship: Both other Locations and their cards destroyed when Worldship is revealed. Only remaining Location can be played to.
  • Xandar: All cards get +1 power while at Xandar.
  • X-Mansion: End of turn 3, both players get random card with a special ability

When a card's effect refers to "playing" a card, it implies putting the card into play from your hand at a specific location. However, cards that are moved to a location from other parts of the game board are not considered to have been "played." This means there are alternative methods to get cards to places like Sanctum Sanctorum, even if you cannot play them directly there. Optimized for SEO with keywords "Location effect," "playing a card," "card placement," and "Sanctum Sanctorum.


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