The vast amount of Locations players must learn how to deal with in Marvel Snap determine the flow of certain matches, with effects that range from the worst possible outcome for a deck to the best foundation for a given card strategy. Every match in Marvel Snap has three Locations that are eventually revealed over the first three turns out of the usual six-round matches. Although players can always choose to retreat if the Locations shown are all detrimental to their strategy to give at least two areas a higher Power total to win, learning how to adjust goes a long way in the number of games needed to reach higher Ranks.

By far the worst Locations in Marvel Snap are those that either dismantle a certain archetype such as Isle of Silence or Knowhere, which disable Ongoing and On Reveal effects at their station respectfully. These two powerful gameplans automatically have a harder time when either of these Locations are in play, especially if there are other areas that restrict any card placements such as Sanctum Sanctorum. Thankfully, these Locations are only bad if players have decks that rely on Ongoing or On Reveal effects exclusively, so players who balance their decks shouldn't fear these areas nearly as much.

Related: Marvel SNAP: Onslaught Deck (Tips, Cards, & Strategies)

The Worst Universal Locations in Marvel Snap

Marvel Snap Three Locations Sewer System, Bar with No Name, and Joutenheim with Descriptions of Effect

No matter what decks players are using, a collective disappointment can be felt whenever Sewer System, Necrosha, or Negative World appear. These Locations reduce the Power of any card played there by -1, -2, and -3 in that order, making it difficult to accumulate Power.

Players should consider On Reveal combos in Marvel Snap like Odin and Ironheart that boost Power of other characters to get around these effects. Similarly, Joutenheim makes cards permanently lose 1 Power at the end of each turn, but players can mitigate this Location's adverse ability by waiting toward the final rounds before playing cards there.

Far more subtle Locations that players may not expect to be terribly negative toward their plans would be The Space Throne and Bar with No Name. The former only allows one card from either player to be placed to fill the area, causing a major disruption in otherwise foolproof ideas. Meanwhile, the latter upends the whole basis of Marvel Snap's various cards, as this Location is won by the player with the least Power instead of the most.

Although some players might feel that Danger Room or Death's Domain are bad Locations due to the chance or confirmation of cards being destroyed once played, simple counters such as Colossus and Armor are easily able to remedy that risk.

The Best Universal Locations in Marvel Snap

Marvel Snap Bar Sinister Location Artwork Seen From Featured Location Event

While there are Locations that double the Ongoing or On Reveal effects of certain cards, called Onslaught's Citadel and Kamar-Taj, players need to have specific deck structures to make the most from these areas. The Bar Sinister Location, on the other hand, benefits every player due to its ability which fills the area with copies of any card placed there. For example, a player placing a single Patriot card in Marvel Snap here could boost the Power of their non-effect cards by far more than usual with four copies. The possibility of repeated abilities is nearly endless with this Location, but players should choose which card they place there nonetheless.

Other spots that benefit players are The Raft and Sinister London, with the latter copying any card played there to another Location, functioning similarly to Bar Sinister in how it can enhance effects through copies if players use it right. The Raft can be tricky out of these, as it gives a random 6 Energy card reduced to 0 cost only if players fill the Location with four cards before the opponent. 6 Energy cards are typically the most powerful in the game, incentivizing players to fill the Raft quickly for allies like Destroyer or Leader in Marvel Snap.

Energy remains the most integral resource in Marvel Snap, which is why both Elysium and The Superflow are incredible Locations whenever they appear. The first of these reduces the Energy cost of every card by 1 for the rest of the game to open up new opportunities for card combos. Players are also able to utilize The Superflow to have more Energy, as this Location gives any player without cards in that area +1 Energy at the start of a round. The best Locations in Marvel Snap give players chances to use more tools from their decks, while the worst places to deal with take away choices that could be made.

More: Marvel SNAP: Destroyer Deck Guide (Tips, Cards, & Strategies)

Source: YouTube/Marvel Entertainment

  • Marvel Snap Game Poster
    Marvel SNAP
    Summary:
    Marvel brings its multiversal madness to the digital collectible card game scene with Marvel SNAP, a 1v1 multiplayer Digital TCG on iOS, Android, and PC. In Marvel Snap, players will assemble teams of their favorite heroes and villains as they battle against other players in three-minute games in this high-speed card battler. Animations are dynamic and feature artwork from several artists from Marvel's history, including some new talent - all designing pieces exclusively for the game - with over 150 illustrations at launch. Decks are kept small, and turns are limited to six per player. The game comes from the former Hearthstone CCG director Ben Brode and is free-to-play with monetization elements.
    Franchise:
    Marvel
    Platform:
    iOS, Android, Microsoft Windows
    Released:
    2022-10-18
    Developer:
    Second Dinner
    Publisher:
    Nuverse
    Genre:
    Digital Card Game
    How Long To Beat:
    20 hours