High Voltage Decks & Guide

High Voltage is the original 3-turn chaos LTGM that inspired High Voltage: Overdrive. Each turn the Arc Reactor adds 2 to 5 Max Energy to both players, stacking across turns, so turn 3 can reach 6 to 15 total energy. You start with 2 cards in hand and draw 2 more each turn. Matches end after 3 turns, and the mode is built around huge combos. SnapComplete tracks every run. 9 High Voltage events have run since the mode launched. Next scheduled run: May 2, 2026.

How High Voltage Works

High Voltage takes standard Marvel Snap rules and compresses them into 3 explosive turns. Before each turn, the Arc Reactor rolls and adds 2 to 5 Max Energy to your pool. Both players receive the exact same Reactor roll, so there's no guesswork. Energy carries across turns, so the total keeps growing: turn 1 opens at 2 to 5, turn 2 hits 4 to 10, and turn 3 can reach 6 to 15. Hand size ramps too (start with 2 cards, draw 2 per turn), so you always have fuel.

Win conditions still come down to controlling 2 of the 3 locations. Cheap scaling cards, on-reveal bombs, and any archetype that can deliver a 10-plus power finisher early dominate. Heavy Ongoing builds and late-game control archetypes underperform because the format ends before they come online. The banned list rotates per run (Magik, Galactus, Black Widow, Alioth, and Gambit have been consistent bans).

Since July 2025, High Voltage has run as a weekend event (3 to 4 days, queue open Friday to Monday). Recent runs have been cosmetic-only with no new-card release. There are no Cubes and no snapping, so each match resolves as a flat win or loss. Rewards ship through a compact milestone track paid in Volts earned from missions and wins.