Marvel Snap Hot Location Schedule & Decks
Every Marvel Snap location in one grid: active, inactive, LTGM, and unreleased datamined locations. Filter by status, rarity, difficulty, or ability. Sort by name, release date, rarity, difficulty, how often a location is on the initial or final board this OTA and last OTA, or its featured history: last featured, times featured, and next featured. The default sort puts the next hot location first. Pick a card to sort locations by that card's win rate there. Each location has its own page with its ability text and the best decks to play there.
Hot location schedule: The Superflow (Oct 4), Sinister London (Oct 7), The Deadlands (Oct 11), Undead Metropolis (Oct 14), and Cave of The Dragon (Oct 18).
All Marvel Snap locations
- Alkali Lake: It costs 1 more to play a card here.
- Altar of Death: After you play a card here, destroy it to get +2 Energy next turn.
- Asgard: After turn 4, whoever is winning here draws 2 cards.
- Asgard Besieged: After turn 3, add The Destroyer to the winning side.
- Asteroid M: After you play a 3 or 4-Cost card, move it here.
- Astral Plane: After this turn, add a 0-Power copy of a card from hand here.
- Atlantis: If you only have one card here, it has +5 Power.
- Attilan: After turn 3, shuffle your hand into your deck. Draw 3 cards.
- Aunt May's: The next card you play here gains +3 Power and moves.
- Aunt Mayhem: Your next play here gains +2 Power for each of your Snaps.
- Avengers Compound: On turn 5, all cards must be played here.
- Bar Sinister: After you play a card here, fill this location with copies of it.
- Bar With No Name: Whoever has the least Power here wins.
- Baxter Building: Whoever is winning this location gets +4 Power at the others.
- Black Vortex: The next card you play here becomes a random 6-Cost card.
- Boardwalk: End of Turn: Give the lowest-Power card(s) here +1 Power.
- Brooklyn Bridge: You can't play cards here 2 turns in a row.
- Camelot: After turn 5, set all cards here to 5 Power.
- Camp Lehigh: Add a random 3-Cost card to each player's hand.
- Cancun: Power here doesn't count toward winning the game.
- Cassandra's Nova Roma: Draw a card. It steals 1 Power from cards in the enemy deck.
- Castle Blackstone: The player winning here gets +1 Energy each turn.
- Castle Zemo: The next card you play here switches sides.
- Cave of The Dragon: After turn 4, add a random 5-Cost+ card to each side.
- Celestial Burial Ground: Discard a card. Replace it with one of the same Cost.
- Celestial Circuit: After turn 4, give your hand -1 Cost if 12+ Power here.
- Cell Block X: You can only play 1 card here a turn.
- Central Park: Add a Squirrel to each location.
- Chronosphere Sphinx: Copy the highest-Cost card in your deck into your hand.
- Citadel at the End of Time: If both players retreat this turn, both players win the game.
- Cloning Vats: After you play a card here, add a copy to your hand.
- Clown City: Whoever is losing here has +4 Power at adjacent locations.
- Clubhouse: Fill this to give your cards at other locations +1 Power.
- Collapsed Mine: Fill this location with Rocks. Skip a turn to destroy your Rocks.
- Counter-Earth: After you play a card here, create a copy at this location.
- Crimson Citadel: Your next play here steals 2 Power from a random enemy.
- Crimson Cosmos: Cards that cost 3 or less can't be played here.
- Crown City: Whoever is winning here gets +4 Power at adjacent locations.
- Crystal Towers: Shuffle your hand into your deck. Draw 3 cards.
- Daily Bugle: Get a copy of a card in your opponent's hand.
- Danger Room: Cards played here have a 25% chance to be destroyed.
- Dark Dimension: Cards here are not revealed until the game ends.
- Darkmoor: 6-Cost cards can't be played this game.
- Death's Domain: After you play a card here, destroy it.
- Deep Space: Card text is disabled here.
- Destroyed Mansion: Add a Rock here and a Vibranium to your hand.
- District X: Replace both decks with 10 random cards.
- Doomstadt: You can't play cards here if you're winning.
- Dream Dimension: On turn 5, cards cost 1 more.
- Duck World: At the start of the turn, whoever is winning here gains 1 energy.
- Ebonshire: Draw the bottom card of your deck.
- Ego: Ego takes over and plays your cards for you.
- Elysium: Cards cost 1 less.
- Empire State University: On turn 6, get +2 Energy.
- Essex's Lab: After turn 4, destroy a card. Your others here split its Power.
- Eternals' Ark: After turn 5, flood the other locations.
- Eternity Range: After turn 3, add a Rock to the losing player's side.
- F.E.A.S.T.: After you play a card here, ALL players get +1 Energy next turn.
- Fisk Tower: When a card moves here, afflict it with -4 Power.
- Flooded: Cards can't be played here.
- Flooding: This is the last turn cards can be played here.
- Fogwell's Gym: Both players get double Boosters this game.
- Four Freedoms Plaza
- Fractured Frontier: Your rightmost card has -2 Cost this turn.
- Fractured Outpost: Draw a 3-Cost card from your deck.
- Gamma Lab: After turn 3, transform all cards here into the Hulk.
- Genosha: After turn 5, all but your highest-Cost here are destroyed.
- Grand Central: After turn 5, put a card from each player's hand here.
- Great Portal: Add a random card with 10 or more Power to your hand.
- Great Web: End of Turn: Move one card to the Web for a random player.
- Hala: After turn 4, destroy all cards on the losing side here.
- Hell's Kitchen: Draw a 1-Cost card from your deck.
- Hellfire Club: Cards that cost 1 can't be played here.
- Hospice: Changes to card Power are doubled here.
- Hotel Inferno: After you play a card here this turn, banish the top card of your opponent's deck.
- Island Prison: Cards here can't move.
- Isle of SHHHHH: After each Snap, move a card away from here.
- Isle of Silence: Ongoing effects are disabled here.
- Jean Grey School: On turn 5, cards here are Moveable.
- Josie's: Playing 2 cards here in a turn reveals them with +2 Power.
- Jotunheim: End of Turn: Cards here lose 1 Power.
- K'un-Lun: When a card moves here, give it +2 Power.
- Kamar-Taj: On Reveal effects at this location repeat.
- Klyntar: After turn 4, merge your cards here into a Symbiote.
- Knowhere: On Reveal effects do not happen at this location.
- Krakoa: Your next play here adds its Power to the top of your deck.
- Kvch: Add a random Activate card here for each player.
- Kyln: You can't play cards here after turn 4.
- Lake Hellas: 1-Cost cards here have +2 Power.
- Lamentis-1: Draw 3 cards. Banish both decks.
- Latveria: Skip turn 2.
- Lechuguilla: After you play a card here, shuffle 3 rocks into your deck.
- Lemuria: No cards are revealed this turn.
- Limbo: There is a turn 7 this game.
- Los Diablos Base: After turn 3, ruin a random location.
- Los Diablos Sauce: After turn 3, another location becomes Taco Truck.
- Luke's Bar: After you play a card here, return it to your hand.
- Machineworld: After you play a card here, add a copy to the opponent's hand.
- Madripoor: End of Turn: Give each highest-Cost card here +2 Power.
- Mercworld: After turn 3, return cards here to hand. Double their Power.
- Midtown High School: When you draw a card, give it +1 Power.
- Milano: Add a member of the Guardians crew to your hand.
- Mindscape: At the start of turn 6, swap hands.
- Miniaturized Lab: On turns 3, 4, and 5, no cards can be added here.
- Mirror Dimension: On turn 4, transform into one of the other locations.
- Mojoworld: Whoever has more cards here gets +100 Power.
- Monster Island: Add a 10-Power Monster here for each player.
- Monster Metropolis: The card(s) with the highest Power here get +3 Power.
- Morag: You can't play your first card here each turn.
- Mosh Pit: End of Turn: Give front-row cards here +1 Power.
- Mother Mold: When you play a card here, add a Sentinel to your hand.
- Mount VeSPEWvius: Players can't Snap after turn 5.
- Mount Vesuvius: Players can't retreat after turn 5.
- Mt. Wundagore: After you play a card here, discard a card.
- Muir Island: End of Turn: Give cards here +1 Power.
- Munchineworld: After you play a card here, your opponent gets a Chimichanga.
- Murderworld: After turn 3, destroy all cards here.
- Necrosha: Cards here have -2 Power.
- Negative Zone: Cards here have -3 Power.
- New York: On turn 6, cards are Moveable to here.
- Niamh's Lake: Draw a 4-Cost card from your deck.
- Nidavellir: Cards here have +5 Power.
- Noob Dimension: Add a Series 1 card to your hand. It costs 0.
- Noor Dimension: After you play a card here, add a Djinn to your hand.
- Nova Roma: Draw a card.
- Olympia: Draw 2 cards.
- Onslaught's Citadel: Ongoing effects here apply an additional time.
- Orchis Forge: After you play a card here, add a Sentinel to your hand.
- Oscorp Tower: After turn 3, all cards here switch sides.
- Otherworld: When you draw a card, reduce its Cost by 3 for this turn only.
- Otto's Lab: The next card you play here pulls a card to the enemy side from their hand.
- Our Lady of Saints: When your revealed cards fill this, merge them into a Symbiote.
- Panoptichron: Created cards here have +2 Power.
- Parker Industries: +2 Energy this turn, but you can only play 1 card.
- Pet Mansion: This turn, all cards must be played here.
- Pit of Exile: Cards with 10 or more Power can't be played here.
- Pizza Place: Add 2 Pizza Slices to your hand.
- Pleasant Hill: After you play a card here, draw a card.
- Plunder Castle: Only cards that cost 6 can be played here.
- Pool's School: After your next Snap, your highest-Power card(s) move to here.
- Positivity Zone: Cards here have +1 Power for EACH Snap this game.
- Project Pegasus: +5 Energy this turn.
- Project Unicorn: Add Gwenpool to both sides.
- Proscenium: Cards reveal here with +2 Power.
- Pyramid of Rama-Tut: End of Turn: Add a 3-Power Rock to hand if you have none there.
- Quantum Realm: After you play a card here, set its base Power to 2.
- Quantum Tunnel: After you play a card here, swap it with a card in your deck.
- Reed's Lab: +1 Energy each turn if your side here is full.
- Rickety Bridge: End of Turn: If there is more than one card here, destroy them.
- Rocket Pad: After turn 4, give cards on the winning side here +1 Power.
- Round Table: 4-Cost or more cards cost 1 less.
- Roxxon Plaza: You can move any of your cards for 1 Energy.
- Ruins
- Sacred Timeline: First to fill this gets a copy of their opening hand.
- Sakaar: After this turn, put a card from each player's hand here.
- Sakaar Grand Prix: After turn 4, the winner here gets +1 Max Energy.
- Sanctuary II: Add a random Infinity Stone to your hand.
- Sanctum Infinitum: Discard a card. Fill this to return it with +5 Power.
- Sanctum Sanctorum: Cards can't be played here.
- Sanctum Snaptorem: You can't play cards here unless you Snapped last turn.
- Sandcastle: After turn 5, end the game.
- Savage Land: Add two Raptors on each side of this location.
- Sewer System: Cards here have -1 Power.
- Shadowland: Add a Ninja to each side with -2 Power.
- Shuri's Lab: After you play a card here, double its Power.
- Sinister London: After you play a card here, add a copy to another location.
- Skrullos: At the end of turn 4, all cards here transform into random ones.
- Smithsonian Museum: Your cards here have +1 Power for each Ongoing among them.
- Sokovia: Discard a card from each player's hand.
- Spider Island: After you play a card here, move it.
- Star Brand Crater: If you have 10 or more Power here, +1 Energy each turn.
- Stark Industries: After turn 4, split +8 Power among ALL cards here.
- Stark Island: End of Turn: Give a card in each hand -1 Cost.
- Stark Tower: After turn 5, give all cards here +2 Power.
- Starlight Citadel: After turn 4, swap the position of each location.
- Strange Academy: After turn 5, move all cards here to other random locations.
- Subterranea: Shuffle 4 rocks into each deck.
- Survivors' Camp: After turn 4, draw if you're winning here. If not, Horde +2.
- Symkaria: It costs 1 less to play a card here.
- T.A.H.I.T.I.: When a card is discarded or destroyed, add a copy here.
- Ta Lo: End of Turn: +1 Power to a character in each hand.
- Taco Truck: Add a Chimichanga to your hand.
- Tarnax IV: After you play a character here, transform it into another one of the same Cost.
- The Abbey: First to put exactly 2 cards here draws a card.
- The Bifrost: After turn 4, move all cards one location to the right.
- The Big House: Cards that cost 4 or more can't be played here.
- The Deadlands: End of Turn: Horde +1.
- The Grub: Add a random Food Fight variant to each player's hand.
- The Hub: Add a random card to each player's hand.
- The Ice Box: Give a card in each player’s hand +1 Cost.
- The Nexus: Your Power here is granted to other locations as well.
- The Peak: Steal the leftmost card from your opponent's hand.
- The Peek: After your next Snap, copy the top card of the opponent's deck.
- The Raft: First to fill this breaks out a 6-Cost card. It costs 0.
- The Red Room: You must play your first card here each turn, if possible.
- The Sandbar: Created cards cost 1 more. (max 6)
- The Seventh Cosmos: Replace ALL locations.
- The Souper Flow: You get +1 Energy each turn if you Snapped this game.
- The Space Throne: Only one card can be here for each player.
- The Superflow: If you have no cards here, +1 energy each turn.
- The Triskelion: Fill each player's hand with random cards.
- The Vault: On turn 6, cards can't be played here.
- Throne of Doom: !none
- Throne Room: The highest-Power card(s) here have their Power doubled.
- Thunderbolts Tower: After turn 5, give all cards here -2 Power.
- Time Theater: Instead of your next draw, copy the last card you drew.
- Tinkerer's Workshop: +1 Energy this turn.
- Titan: 6-Cost cards cost 1 less.
- Tokyo 2099: Cards can't be discarded.
- Transia: Swap the positions of each location.
- TVA: After turn 4, end the game.
- Undead Metropolis: After you play a card here, Horde +1.
- Utopia: 3 and 4-Cost cards cost 1 less.
- Valhalla: After turn 4, cards here repeat their On Reveal abilities.
- Valley of the Baby Hand: Destroy your next play here. Snap to revive a card here.
- Valley Of The Hand: After turn 5, your destroyed cards revive here.
- Vibranium Mines: After you play here, shuffle 3 Vibranium into your deck.
- Vormir: The next card you play here is destroyed.
- Wakanda: Cards here can't be destroyed.
- Wakandan Embassy: Give +2 Power to cards in players' hands.
- Warp World: When you draw a card, reduce its Cost by 2.
- Warrior Falls: End of Turn: Cards here FIGHT! Destroy the weakest one(s).
- Washington D.C.: Cards here with no abilities have +3 Power.
- Weapon X Facility: Discard a card to draw a card.
- Weapon XI Facility: Snap to destroy your lowest-Cost card. It's replaced at +1 Cost.
- Weirdworld: Draw 2 cards from your opponent's deck.
- Westview: Turns into a new location on turn 4.
- White Hot Room: First to fill this gets +3 Max Energy.
- White Palace: Copy the highest-Cost card in your opponent's hand.
- World Forge: Replace one of the other locations each turn.
- Worldship: Destroy the other locations.
- X-Mansion: After turn 3, add a random card here for each player.
- X-Mansion Ruins: !none
- Xandar: Cards here have +1 Power.
- Yashida Base: At the end of the game, destroy the last card to get here.
- Yggdrasil: End of Turn: Give ALL cards at another location +1 Power.
- Zenn-La: Add a 3-Cost card from your deck here.