Event Economy: Tips & Tricks
Tips to get the most from Marvel Snap's various events.
Here is a collection of information, tips, and tricks that apply to the various events of Marvel Snap.
Tickets
It costs one Ticket to start a game in these modes (Sanctum Showdown Tickets are called "Scrolls").
If you win, you get your Ticket back. That makes your win rate more important in these modes, since winning more lets you play more.
You'll regenerate Tickets every eight hours. There is a soft cap that limits regeneration. If your balance is above the soft cap, you'll stop regenerating Tickets.
There's a hard cap that limits how many Tickets you can hold. This is higher than the soft cap to accommodate Tickets from other sources (XP track prizes, Shop prizes, compensation, etc.).
The soft cap is usually quite low, requiring you to play frequently to avoid wasting regeneration.
Ticket regeneration doesn't start until you open the event.
In articles for events, I will list the following Ticket-related values.
- Starting Tickets: The number of Tickets you get at the start of the event
- Regenerating Tickets: How quickly you will regenerate Tickets
- Tickets Soft Cap: You cannot regenerate Tickets above this number
- Tickets Hard Cap: You cannot hold Tickets above this number
- Free Pass Tickets: Total Tickets on the Free XP-based prize track
- Premium Pass Tickets: Total Tickets on the Premium XP-based prize track
- Total Free Tickets: Total Tickets from the Free Pass and regeneration
- Total Premium Tickets: Total Tickets from the Free Pass, Premium Pass, and regeneration
- Single Ticket Cost: How much Gold it costs to enter a game when you’re out of Tickets
- Ticket Bundle Cost: How much Gold it costs to buy the Ticket bundle, available in the Shop once every eight hours
For most events, your leftover Tickets will convert to Boosters after the event has ended and its shop has closed.
Missions
These modes use Missions as a source of XP and event currency.
The missions themselves are similar to daily, weekly, and weekend missions. The missions will come in three difficulty levels, rewarding different amounts of XP and currency when you complete them.
In articles for these events, I will list the following Mission-related values.
- Starting Missions: The number of Missions you get at the start of the event
- Regenerating Missions: How quickly you will regenerate Missions
- Missions Cap: The maximum number of Missions you can hold at once
- Total Missions: Total Missions from regeneration
- Total Mission Currency (and XP): Total event currency (and XP, when applicable) from completing every free Mission
- Single Mission Cost: How much Gold it costs to refresh a single Mission
You can pay Gold to refresh Missions. A single refresh will buy up to three Missions at once, depending on how many open slots you have.
Missions always refresh in a set order. Easy → Medium → Hard → (repeat). That is regardless of whether the Missions were refreshed via regeneration or Gold.
Almost every mode (including Ranked and Conquest) requires you to play a minimum of three turns to earn Mission credit when you retreat. You can retreat as soon as the “End Turn” button says Turn 3 is “Playing…” to make progress on Missions. This makes some Missions much easier (e.g., “Win a Location with only 1 Card”)!
The High Voltage modes are special exceptions and only require you to play a single turn to progress your Missions. This applies not only to event Missions but also Daily/Weekly/Weekend Missions and Alliance Bounties.
High Voltage: Turn 1 (assumed)
High Voltage: Overdrive: Turn 1 (confirmed)
Team Clash: Turn 3 (confirmed)
Event Currency
All events use custom currency you can earn from prize tracks and playing games.
For most events, your leftover currency will convert to Boosters after the event has ended and its shop has closed.
Bubs and Nachos in Diner
Bubs are used like Cubes in Ranked mode. You need to have Bubs on hand to start a game. All Bubs you win over the course of the event contribute to a reward track. Bubs you buy with Gold from the Bub ATM also contribute to the reward track.
Bubs regenerate over time (like Tickets in other modes). You’ll earn one-eighth of your current Bub Cap per hour, until you hit your Bub Cap. Regenerated Bubs do not contribute to the reward track.
The reward track contains several upgrades that increase your Bub Cap and regeneration rate.
Nachos are the shop currency in Deadpool's Diner. You earn them by snapping three times at the same table. You can do this across any number of games, but there is no rollover if you go over three.
Volts in Voltage/Overdrive
You get 20 Volts for wins and 125, 250, or 500 Volts for completing Missions.
Excluding Volts on any prize track, over 90% of your Volts (and XP) will come from Missions. It's entirely sensible to focus on knocking out Missions over winning.
Glory in Arena/Arena
You get 10 Glory for wins and 5 for losses and ties.
Charms in Showdown
Win or lose, you gain Charms equal to the number of points you end each game with. You'll get 16 if your opponent retreats.
Emblems in Clash
You get 10 Emblems for wins and 5 for losses and ties. You can also get 20, 40, or 60 for completing Missions.
Excluding Emblems on any prize track, about 67% of your Emblems (and XP) will come from Missions. That means Missions are most important! Unfortunately, they ask you to play a wide variety of teams, which means you'll need Tickets to get enough games in. I recommend prioritizing wins so you have more Tickets to work with.
Passes
All events have prize tracks. These events use two XP-based tracks, a Free one, and a Premium one that costs Gold. These tracks are called Passes.
Mostly, you get XP in equal amounts to any event currency you get. There are two exceptions:
- Event currency from prize tracks does not reward XP
- Premium Passes come with a chunk of XP upon purchase, whenever you purchase them
The chunk of XP that comes with the Premium Pass often skips you right to the grand prize of the Free track – usually a new card.
Generally, the Premium Pass has poor progress value (how close it gets you to acquiring your next card from the Token Shop). The cosmetic value is usually great – if you like the event's cosmetics. On top of an exclusive Variant, the Premium Pass usually contains a big chunk of event currency to spend in the Shop.
Be careful when claiming Pass prizes if you're trying to delay claiming Tickets until you need them!
This also applies retroactively if you buy the Premium Pass after claiming any prizes from the Free Pass.
If you buy the Premium Pass, you can spend additional Gold to instantly buy levels on the Passes. It’s obviously not a very efficient use of Gold for most players, but you can skip straight to the end if you want! As far as I know, this costs 100 Gold per level, regardless of the event.
Other Prize Tracks
These modes each use a single, simpler prize track. Instead of using XP, they care only about the cumulative amount of event currency you have earned.
Shops
The events with Passes (XP-based prize tracks) have Shops where you can spend your event currency.
Portal Pulls are sets of three prizes (usually Variants). Whenever you buy a Portal Pull, you get one of these prizes at random, and then it is removed from the prize pool.
Shops often contain Series 3 and Series 4 Snap Packs. You cannot buy them if you already have every card in the Pack.
1. Portal Pulls/Variants for cards you don't own
2. Seasonal Series 4 Snap Pack
3. Collector's Series 4 Snap Pack
4. Series 3 Snap Pack
5. Credits
6. Variants for cards you do own
If you don't have enough currency to afford an item in the Shop, you can cover the missing currency with Gold. Note that conversion rate from event currency to Gold is different for each item. This changes from event to event, so be careful. I usually try to cover Gold Ratios in my event economy guides.
1. 7 Tickets in rotating section of Shop
2. Snap Packs
3. Specific Borders
4. Credits
5. Portal Pulls, Emotes, specific Variants
6. (Premium) Mystery Variants, (Premium) Mystery Borders