![]() While Marvel Snap‘s road to card collecting can be tiresome, I can see what developer Second Dinner was thinking, aside from getting players to spend money on leveling up faster. That’s one of the most important steps to getting good at card games, and it’s somewhat of a necessary evil that helps players out in the end. Not only am I getting the fundamentals down, but I’m forced to really learn what different cards do. While I’ve found myself annoyed when stuck with the same basic levels looking at cards I’m tired of, subconsciously I’m learning the game on a basic and deeper level simultaneously. ![]() The card-level system forces players to really learn the game. Image used with permission by copyright holder That’s exactly what happened for me once I started thinking about how the muddy progression system shines a light on what Marvel Snap ultimately does well. However, sometimes a rainbow can come out after a storm. Those issues resonated with me at the time - so much so that I put the game down entirely for a while. I remember watching content creators play the game and reading comments from players who were frustrated that they still didn’t have cool decks like the ones being shown on stream because they were too underleveled to use them and failing to progress. This problem has been present since the early days of the beta. Some may get bored of the decks they’re stuck with and want to play something new with another useful or meta-defining card, yet they won’t be able to get to it because they’re still stuck with an early deck. This usually wouldn’t be a problem, but in a player-versus-player game, your deck and card variety can lead to win-or-lose situations. Around the time I hit a 200-card level, I realized I was barely getting new cards anymore. My frustration with this system came sooner than I thought it would. As you level these cards, your card level rises, allowing you to unlock more boosters, cards, and points to pay to level up said cards. In Marvel Snap, you’re locked to winning matches, completing the battle pass, and spending money to get boosters and points, which are used to level up cards. Where the issue arises is that, unlike other physical trading card games, you don’t get cards by buying packs and hoping you get a card you need to complete a specific deck. Pocket Card Jockey director details the long road to its mobile port Marvel Snap is dangerously close to becoming a pay-to-win game Marvel’s Spider-Man 2 finally gets its fall release date at Summer Game Fest
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