High Voltage Guide & Rewards
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. 12 High Voltage events have run since the mode launched. Next scheduled run: September 10, 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.
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.