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Every Marvel Snap location and effect

Locations play a major role in Marvel Snap. This list will reveal every Location and its effect to help you understand the ongoing meta.

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Marvel Snap official art work

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.

Marvel Snap cover art

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.

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

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 LocationEffect
Altar of DeathWhen you play a card here, destroy it to get +2 Energy next turn.
AsgardAfter turn 4, whoever is winning here draws 2 cards.
Asteroid MWhenever a card is played that costs three energy or four energy, it is moved to Asteroid M.
AtlantisIf you only have one card here, it has +5 Power
AttilanAfter turn 3, shuffle your hand into your deck. Draw 3 cards.
Avengers CompoundOn turn 5, all cards must be played here.
Bar SinisterWhenever a card is played to Bar SInister, copies of the card are added to Bar Sinister until it is full.
BitfrostAt the end of turn four, every card on the board moves one Location to the right, if possible.
Big HouseCards with a cost of four or higher cannot be played to the Big House.
Baxter BuildingWhoever is winning this location gets +3 Power at the others.
Central ParkAdd a Squirrel to each location.
Counter- EarthWhenever a card is played to Counter-Earth, a copy of that card is created at the same Location.
Cloning VatsWhen you play a card here, add a copy to your hand.
Crimson CosmosCards that cost 1, 2, or 3 can’t be played here.
Crystal TowersWhen Crystal Towers is revealed, both players shuffle their hands into their decks and draw three cards.
Collapsed MineFill this location with Rocks. Skip a turn to destroy your Rocks.
Daily BugleGet a copy of a card in your opponent’s hand.
Danger RoomCards played here have a 25% chance to be destroyed.
Dark DimensionCards here are not revealed until the game ends.
District XReplace both decks with 10 random cards.
Deep SpaceCards played to Deep Space do not resolve their On Reveal effects.
Death’s DomainCards played to Death’s Domain are destroyed after they are revealed.
Dream DimensionOn turn 5, cards cost 1 more.
EgoEgo takes over and plays your cards for you.
ElysiumCards cost 1 less.
Eternity RangeAfter turn 3, add a Rock to the losing player’s side.
Fisk TowerWhen a card moves here, destroy it.
Fogwell’s GymAt the end of the game, both players receive twice the number of Boosters they would normally get.
Gamma LabAfter turn 3, transform all cards here into the Hulk.
Genosha Cards can be freely moved from other locations to Genosha.
Grand CentralAfter turn 5, put a card from each player’s hand here.
HalaAfter turn 4, destroy all cards controlled by the player losing here.
Hell’s KitchenDraw a 1-Cost card from your deck
Hellfire ClubCards that cost 1 can’t be played here.
Ice BoxOne card in each player’s hand, chosen at random, has its cost permanently increased by one.
Isle of SilenceOngoing effects on cards at the Isle Of Silence are nullified.
JotunheimEvery card at Jotunheim permanently loses one power at the end of each turn.
K’un-LunWhen a card moves here, give it +2 Power.
Kamar-TajOn Reveal effects happen twice at this location.
KylntarCards at Klyntar have two less power.
KnowhereOn Reveal effects do not happen at this location.
KylnYou can’t play cards here after turn 4.
LamentisDraw 3 cards. Destroy both decks.
LechuguillaWhen you play a card here, shuffle 3 rocks into your deck.
LemuriaNo cards are revealed this turn.
LimboThere is a turn 7 this game.
Los Diablos BaseAt the end of turn 3, ruin a random location.
Luke’s BarWhen you play a card here, return it to your hand.
Machine WorldWhen you play a card here, add a copy to the opponent’s hand.
MadripoorCards can be moved freely from Madripoor to other Locations
MindscapeAt the start of turn 6, swap hands.
Miniaturized LabOn turns 3, 4, and 5, no cards can be added here.
Mirror DimensionOn turn 4, transform into one of the other locations.
MojoworldWhoever has more cards here gets +100 Power.
Monster IslandAdd a 9-Power Monster here for each player.
Monster MetropolisThe 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 IslandAfter each turn, give cards here +1 Power.
MurderworldAfter turn 3, destroy all cards here.
NecroshaCards here have -2 Power.
NidavelirCards have five additional power while they’re at Nidavelir.
Nova RomaBoth players draw a card from their deck when Nova Roma is revealed.
Negative ZoneCards here have -3 Power.
New YorkOn turn 6, you can move cards to this location.
Nova RomaDraw a card.
OlympiaDraw 2 cards.
Onslaught’s CitadelOngoing effects here are doubled.
Oscorp TowerAfter turn 3, all cards here swap sides
Project Pegasus+5 Energy this turn.
Pleasant HillWhenever a card is played to Pleasant Hill, its player draws a card.
Plunder CastleOnly cards that cost 6 can be
Quantum RealmWhenever a card is played to Quantum Realm, its power becomes two.
RuinsA wasteland of destruction.
Rickety BridgeAfter each turn, if there is more than one card here, destroy them.
SakaarPut a card from each player’s hand here.
Sanctum SanctorumCards can’t be played here.
Sewer System Cards at the Sewer System have one less power.
Savage LandAdd two Raptors on each side of this location.
ShadowlandAdd a Ninja to each side with -2 Power.
Shuri’s LabWhen you play a card here, double its Power.
Space ThroneEach 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 LondonWhen you play a card here, add a copy to another location.
Starlight CitadelAt the end of turn four, all three Locations change positions.
SokoviaDiscard a card from each player’s hand.
Stark TowerAfter turn 5, give all cards here +2 Power.
Strange AcademyAt the end of turn 5, move all cards here to other random locations.
SubterraneaShuffle 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 NameWhoever has the least Power here wins.
The Big HouseCards that cost 4, 5 or 6 can’t be played here.
The HubAdd a random card to each player’s hand.
The Ice BoxGive a card in each player’s hand +1 Cost.
The PeakEach card in your hand swaps its Power and Cost.
The NexusEach player’s power at The Nexus is added to their power at the other two locations as well.
The RaftFirst to fill this draws a 6-cost card. It costs o.
The Space ThroneOnly one card can be here for each player.
The SuperflowIf you have no cards here, +1 energy each turn.
The TriskelionFill each player’s hand with random cards
The VaultOn turn 6, cards can’t be played here.
Tinkerer’s Workshop+1 Energy this turn.
Titan6-Cost cards cost 1 less
TransiaSwap the positions of each location.
TVA (Time Variance Authority)The match ends after four turns instead of six.
UtopiaDuring turn four, cards at Utopia can move to other locations.
VormirPlayers with no cards at Vormir can only play cards to Vormir.
Vibranium MinesWhen you play a card here, shuffle 3 Vibranium into your deck.
WakandaCards here can’t be destroyed.
Wakandan Embassy Give +2 Power to cards in players’ hands.
Warrior FallsAfter each turn, cards here FIGHT! Destroy the weakest one(s).
Washington D.C.Cards here with no abilities have +3 Power.
WeirdworldBoth players draw from their opponent’s decks.
WestviewTurns into a new location on turn 4.
WorldshipDestroy the other locations.
X-MansionAfter turn 3, add a random card here for each player.
XanderCards 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