High Voltage Overdrive: June '26 Strategy Guide

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High Voltage Overdrive: June '26 Strategy Guide

HV:O is Back from June 11-18

Get ready to get silly! Marvel Snap's silliest little game mode is back! Let's play a bunch of charged cards and embrace the chaos, all in a quest to grab the latest meta-dependent tech card for free!

To find out how hard it will be to get Quicksand, don't miss Lauren's guide on the HV:O economy!

High Voltage: Overdrive Economy Guide - Jun ’26
Overdrive is back – and so is Lauren, to walk you through its economy again!

Refresher Course

At the start of the game, you and your opponent will each have eight random cards shuffled into your decks that will be marked as "Charged." Each Charged card gets -1 Cost and +1 Power. Unlike regular High: Voltage, Overdrive is 4 turns (sorry Ebony Maw), the extra Energy ranges from 2-4 each turn (trimmed down from 2-5 in regular HV, sorry Sera), and there is an array of Overdrive effects that will go off if you and your opponent have played 5 total charged cards between you. Here are the Overdrive effects (this list can change at any time, there's been no official announcement about changes to HV:O missions or effects!):

Scaling Effects (they get bigger if they go off on later turns):

  • Give each charged card +1/+2/+3/+4 power (no matter where they are).
  • Move 2/4/6 (total) cards one location to the left.
  • Transform charged cards in play into ones that cost 0/1/2/3 more.
  • Destroy the 1/2/3/4 lowest powered cards for each player (on ties, choose one at random).
  • Repeat 1/2/3/4 random 'On Reveals' for each player.
  • Each player draws 2/3/4 cards. Their costs all become 3.

Non-Scaling (can only happen on turn 4):

  • Destroy the two locations with the lowest powers (if there is a tie, leave one at random).
  • The winner of this game gets twice as many volts.
  • Each player adds a Blob to a random location (if able).

Keys to the Mode

  • 3 and 4-Cost cards take on added importance since you can often play them on the first turn.
  • 1-Cost cards are less important and have a far smaller meta share than on ladder.
  • Randomness is integral to the mode. You can't control everything and it's a very unpredictable game mode.
  • Keep track of how many Charged cards have been played to try to predict and leverage the chaotic Overdrive effects better than your opponent.
  • Because of the Blob and single location Overdrive effects, big cards with raw Power are critical to winning.
  • Missions are more important than wins. Have a solid go-to deck, but also prepare an extra deck or two that can specifically complete the Energy and Cost-related missions.

Newcomers and Important Cards

We didn't have these cards last time, but expect to see these A LOT this time around. In particular, Techno-Organic Virus, Lady Bullseye, and Mother Askani feel particularly exploitable in HV:O.

Best Mode-Specific Cards

Here are some of the cards that are either especially powerful or especially fun in this game mode. Look, if you're not going to play Cobra or Mordo in HV:O, you're never going to play them. Cards like Juggernaut and Cannonball have outsized impact in games with so few turns. Sersi is my personal favorite HV:O card and transforming cards that have already been transformed by the Overdrive effect can lead to goofy Power output.

Banned Cards List

Mysterio has finally come off the banned list, while Fin Fang Foom and Horseman Gambit gain yet another LTGM from which they are banned.

Banned Cards
Alioth Black Widow Galactus
Magik Darkhawk Cassandra Nova
Kang Thanos Arishem
Agamotto Agatha Harkness Gambit, Horseman of Death
Quinjet Loki High Evolutionary
Gorgon Mobius M Mobius Jim Hammond
Fin Fang Foom

Scott's HV:O Decks

Embrace the Missions

Play 5-Costs

Deck image — click/tap to copy deck code
ClickTap image to copy deck code.

This is the most fun way to play a ton of 5-Costs. Sera or Anti-Venom will occasionally let you sneak in an extra one or two. Valkyrie can take care of a lot of what you might face in this mode and I always play a ton of Valk in this mode.

Play 6-Costs

Deck image — click/tap to copy deck code
ClickTap image to copy deck code.

Mr. Negative can let us play a bunch of 6-Costs... for free! Plus, we can make some pretty hefty Knulls with this deck.

Spend energy

Deck image — click/tap to copy deck code
ClickTap image to copy deck code.

Star-Lord is still the best path to a boatload of extra Energy while still giving us a chance to actually win the game.

Play High-Cost Cards

Deck image — click/tap to copy deck code
ClickTap image to copy deck code.

This deck just plays a bunch of cards that are powerful in the mode in a balance between playing enough 5+ Cost cards to efficiently complete missions and trying to actually win a bunch of games while you do so.


Below, you'll find 5 extra-fun decks, including my personal favorite HV:O deck style, Techno-Organic Power, and the type of Lady Bullseye shenanigans that are quickly becoming a LTGM staple. To see decks all about Embracing Chaos or Embracing Winning, subscribe today!