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Thanks. This niche trick is useful for optimizing future splits for someone like me who's aiming Foils.

If your first two splits are disappointing like Prism -> Prism (or Copper, Psyche), you can just hold off on hitting 'Confirm' until you get a variant and split it later.

Another approach is ​​waiting for a super-rare variant from the start (If character gain 150xp, you can reroll from the very first split) But even with reroll, splitting before Copper / Psyche / / Refraction get hit the pool makes better odds to pull Foil.


commented

I'm a bit surprised that Sasquatch and Wilson Fisk have been left untouched. They are getting too many points in a cheesy way, I think.




This bundle has a solid gold-to-credit ratio, also the Mastery Level boost helps if you're aiming for specific Finish Ink/Gold/Foil/Prism (need level-10 to reroll)

The only consideration is that similor Topaz bundle is coming soon. Unless you constantly buys gold-pass, you probably can't afford both. If your goal is to level up Topaz mastery, it's worth comparing the two.





偉そうな口調でぐだぐだとツイートしていいね獲得競争に熱くなるソーシャルメディアジャンキー、ragebaiting にひっかかる怒り中毒、とくにそれが中年以降の男ともなれば哀れなものだが、しかし、これもはしかのようなもので、子どものうちに早々に経験して離脱したほうがマシなんじゃないかとも思う。16まで禁止したって17からソーシャルメディアにハマってしまっては被害の度合いは同じ。





ゲーミングはもはや、上場企業のそれも上位1%がやるようなビジネスではない、ということだけは当たっていると思う。小規模の情熱的な若い小規模事業者か、Valve のように上場せず長期的にしっぽりやるか、どっちかしかうまくいかないだろう。


No. The less meaningful the Infinite reward is, the less harmful it is. Because it creates less FOMO. If the rewards were significantly better, players who can't reach Infinite would feel even worse about the game.

A card back is a fairly modest. However, it's still a limited-time reward that may never come back. For players who are invested enough to buy the Season Pass, missing it can feel pretty bad. Maybe that's a player mindset issue, but I also think Second Dinner could design the ladder better.

What bothers me is the combination of FOMO and constant reminders. The game encourages players to chase a reward they might never get, while displaying that giant rank number on the main screen every time they log in. If you're stuck in the 90s, it's hard not to feel like the game is constantly reminding you that you haven't made it yet.


Because post-90 ladder, it no longer feels like a game. It becomes a test of how long you can keep optimizing and grinding. There's no room to play your favorite deck, and no room to experiment or learn. You just have to play as close to perfectly as possible.

A bad deck choice or a retreat mistake can cost you dearly, because you're literally betting your time. Losing a single cube can mean several more games before you make that progress back. (I don't think many players sustain a cube rate above +0.3)


commented

The real thing ruining Marvel Snap is the ranked ladder. It does nothing but demotivate players and lead to burnout.


Honest question: what do Infinite players do differently from players who are stuck around a 0.0 cube rate?

I'm genuinely asking because I've been grinding pretty hard and still can't figure out what I'm doing wrong.


commented

I failed this month too.

I still don't understand why Second Dinner designed a ladder system that seems built to frustrate players rather than make the game more enjoyable.

It feels pretty awful to spend money on the Season Pass, play consistently for an entire month, and still miss Infinite (a rank that many players can reach within a few days)






オンラインで最もポピュラーな人格攻撃が「あなた、読んでないでしょ」だろう。これを言い出したほうがだいたい叩きたいだけの男😂

この記事の結論はブロックだが、おれはツイッターそのものから立ち退くことを勧めたい。あれは怒り中毒者製造装置。


Who would want to share an embarrassing recap that hasn't even reached Infinite? With my skill level, there just aren't enough hours in the season.

I'd honestly rather see this miserable Ranked mode removed from the game altogether.


この見出しは侮辱的。感染症が起こった地域や感染者への差別はいけません。

一昔前の感染症騒ぎでここらへんのデリケートなことは誰もが理解していると思ってたら、なんのことはない。揃いも揃って完全に忘れた😂


commented

The difference between permanent power on a card and power coming from Ongoing effects or Locations has always been a bit confusing. Adding a keyword for it is a great.


Of course I always hate seeing boosters come out of Season Caches. The shop already gives out an endless supply of free boosters, and credits are the bottleneck anyway. As a reward, boosters are meaningless.


It's the opposite. Rewards should be removed entirely.

Card-backs are especially bad because if you miss one, it’s gone forever. That pushes players into obsessive grinding, and eventually burnout. Spending dozens of hours sweating through ladder is already unhealthy enough, but if someone still fails to reach Infinite after all that, some players will just quit the game entirely.

Ranked rewards make people optimize for wins instead of fun. The moment the game turns into routine labor, it becomes miserable. Games are better without gameplay rewards tied to rank. The fun of playing itself should be the reward.





What's even more confusing is what happens between Mastery Level 1 and 10. If Super Rare and Ultimate splits aren't supposed to appear until Mastery Level 10, then logically Copper (Super Rare) and Psyche (Ultimate) shouldn't appear either. But in reality, I get Psyche on the 2nd and Copper on the 3rd. Even unlocking Foil already feels like a massive grind.

So the whole thing feels inconsistent. They're supposedly removing Frost and Rays from the split pool, yet Copper and Psyche still show up everywhere.

Comment Image


Seriously, Ranked Ladder feels like endlessly grinding Limit Hold'em against the same people over and over. Skill matters, but at the end of the day it's mostly just fighting for tiny EV edges. That's not really exciting.

By contrast, MTTs are thrilling because they have a clear ending, they're swingy, and they create real survival tension. And unlike Ladder, which can feel like an endless cube-losing hell, every tournament run is its own self-contained experience.

Of course winning the whole thing feels amazing, but even just finishing near the top feels satisfying. It's honestly kind of sad that Snap still doesn't have anything like that


Absolutely. Ranked is toxic and not even fun. Meanwhile, they seem to have no interest in implementing something actually exciting, like a multi-table tournament mode. Snap has missed so many opportunities over the years.


The mastery update removing Rays and Frost is a good change, but overall Foils still aren't any easier to get.

After only 3 splits, you already unlock Copper / Psyche / Refraction / Ink / Gold, and with the additional 10% Krackle bonus, by my calculation the chance of getting a Foil on the 4th split is only about 1/7x0.9 = 12.9%. That's very low.

In the next update, I'd like to see Prism and Foil guaranteed by the 3rd split. Having to stack up 10-15 meaningless Copper/Psyche garbage splits before hitting a Foil is not a fun experience.




HIGHER MASTERY MEANS BETTER RARITY WEIGHTING

Basically means that if your mastery level goes up before you split, Foil and Prism effectively become the rarest finishes in the game.

In practice, if you missed your first split and then picked up more variants afterward, your chances of ever getting Foil or Prism are probably close to nonexistent.


哀れなツイッター依存症患者は死ぬまで青バッジ料を払い続けるであろう。

事あるごとにツイッターを開いてしまうツイッター依存症患者は、正義が暴走しているタイプのアカウントに多い。ネタはなんでもいい。怒りを源水にドーパミンを放出をしてまさに薬物漬け。アルゴリズムがそれを強化するツイートをリストし「いいね」を付け合い、エコーチェンバーで固まって上から目線で攻撃的なツイートを繰り返す。地獄のように恐ろしいアプリだ。












とにかく速すぎるのでなにかのコース不備もありうるかなと思って投稿してしまいましたが、コース自体変わってないんじゃショートカットはまったくあり得ないですね! 失礼しました。

揃いも揃ってハイペースで 30km 地点からスパートとは、よほどうまいアシを貯めていたにちがいない。こんな展開だからこそ超絶記録の出現となったのでしょう。


コースがじつはショートカットされてました、とかだと悲しいので、きっちり再計測で疑いを晴らしてほしい。30km ~ 35km そのときたまたま追い風の強風が吹いたとか、ネガティブスプリット狙いがうまくいったとか、そういうこともあるかもしれない。


不備を疑わせる形跡:

  1. 異常な5kmラップタイム -- 30km ~ 35km のラップが13分56秒、マラソン後半では異様な速さ。

  2. 前例 -- 2025年4月に開催された「ロンドン・ランドマーク・ハーフマラソン」距離が約700メートル不足したままレースが行われた。

  3. 一般ランナーの GPS データ -- 一般のランナーの GPS ログデータにおいても、フルマラソンの規定距離に 200m ~ 400m ほど足りないという報告。

現在、ロンドンマラソン事務局およびワールドアスレティックス(世界陸連)は、サウェの1時間59分30秒を「世界新記録」として速報していますが、記録の公認プロセスにおいて、コースの再計測が行われる可能性が高い状況です。

30km ~ 35km 区間の異常なラップデータが最大の懸念材料であり、これが計測ミスなのか、物理的なコースの短縮だったのかの解明が待たれています。






片山財務大臣は自明な大嘘を言っても大したことにはならないとトランプから学んじゃったのかもしれませんがね。

しかしあれは誠実さの不足が問題にならないトランプが例外なのであって、日本の政治家、それも大臣の職に当たる女性政治家にやられると、あとの評判に響くでしょう。





Indeed, if you already own a variant of a card Mastery Level is increased before the first split, Foil gets even harder to land. In my case, Luna Snow and Awesome Andy both had their Mastery Level pre-bumped from owning variants, and their first splits ended up being Copper and Bananas.

However, every other card in my dataset started at Mastery Level 1, so it shouldn't be skewing the overall numbers much.



"REAL AGREEMENT" までイランに留まるってことは、実際にはそんなことは不可能だから半永久的にイランに居座るってことだろう。とはいえチキンアウトも手癖になっているトランプだから地上作戦も結局は自制する。

この調子だと2週間後はこれと同じ展開になるな。最悪、トランプが政権持ってる2年10ヶ月は延長戦が続く。


commented

Hardcore people say ranked-match is learning from your mistakes and being humble enough to improve deck building skills. But even if it's half true, I doubt there are many who enjoy going through such a grueling process just for a mobile game.



しょっぱなのDOGE騒動以来、これ以上悪くなるまいと思ってたら延々とスパイラル的に悪くなって、しかも任期はまだ2年10ヶ月もあるのか・・・信じられん

この負けず嫌いの男が周りをイエスマンで固めてたら事実上なんでもあり。真剣に、任期終わりごろには核ボタンに手をかけてるかもしれない。




In a previous Discord response about the Iron Patriot variant, Griffin stated:

In general, we don’t make bundle Variants available through other acquisition methods until around 9–12 months after they first release. We want to be fair to everyone who picked up the original bundle and stay consistent with our usual release timelines.

However, looking at the current "Destroy Pack", the Tae Kwon Kim Death variant is available for 1200 tokens.

Here is the timeline:

  • Original Bundle: "Love, Death, Symbiotes" ($99.99) released on Dec 3, 2025

  • Current Availability: Available in a token pack on March 28, 2026

That’s barely 4 months later -- far from the promised 9-12 month window.





真剣に、今や「トランプに似ている」は戦争犯罪人・裸の王様・不義理・痴呆・ペドフィリア、すべてミックスした世界最大級の侮辱ですが、それを東の島国から飛んできた摩訶不思議な女に言われるとは。バロン君はショックで寝込んでしまうのでは?



To be honest, Infinity Split is mostly just garbage now and not fun at all.

I wish there were some kind of re-roll option if I pull bad splits like Copper, Ray, Frost, Psyche, or Prism.

Right now, once I start drawing Prisms in a row, it becomes hard to even unlock Foil which initially draw 50%.



I really to join in the Twitch Drop Event, but Twitch/Snap accounts linking is completely broken to me.

No matter what I try, my accounts won't link, and when I contact support, I'm only ever connected to an LLM and nothing gets done. They even asked me to show them a video recording, which I did.


"Forget ladder" would be nice if it were possible, But the main screen gaslights us into feeling incompetent by prominently displaying a large "88"

There's also a card back reward I'll never be able to obtain again if I miss it. The game is clearly designed to force us onto the ladder.




It probably has nothing to do with alliance rewards. The treadmill of daily, weekly, and seasonal missions, poor-quality software, and the lack of basic features like in-game tournaments and spectator mode, and forcing us to go through the hellish pain of hard-core ranked ladder. Those are what drive players to quit.


Twitch Drops are nice, but I wish they'd fix the bug that prevents me from linking my Twitch and Snap accounts.

Does it work if I have a space in my Snap account name? or my Twitch account name has Japanese characters in it? I'm worried because Second Dinner's engineering is terrible.


commented

Certainly, Infinity Split is spitbally terrible now.

Giving me all the wrong background-surface like Copper, Frost, Psyche, Rays, Prism, and making it harder to unlock Foils. And then they add Ink and Gold and even additional 10% bonus... Foil is no longer unlockable.


replied to

Fair point. The logic code won't make it into the game without an actual code patch.

Next time, I'd like to append a line to the Sun-Load text, such as: "This ability only triggers once each turn"


multiple seasons in the top 600

I think there's a catch here.

To those with a deep understanding of the game, feeling crappy meta. But for 99.9% of players (mostly casuals), every season is essentially the same.

Every season has tough archetypes, and you're playing against people of equal skill.






It's often said in PvP game community that -- if a player simply focuses on the rank number, their mental state can easily deteriorate and ruin their life. So they have to focus on improving their gameplay, not on short-term wins-losses.

The truth is this is a painful process. And I'm not sure if Second Dinner is doing this for a casual game or a competitive game. Some mobile players may not be able to use the recording game screen. I think ranked should be removed from Snap, actually.


Yup, Ranked is hell. After missing Infinite for 4-months, I finally managed to return to it this month. The reason is probably that my MMR dropped really low for my past 4-monthes fool performance. But I think I won't be able to do it next month.

When your MMR gets veteran class, you won't get bots, you only face highly skilled opponents, your cube rate will be zero.

You have to eliminate mistakes, devise a deck, and win the cube with your real skill with intencity. Recording games, reviewing games, and theorycrafting are necessary.





So, I assume that MMR is effectively set at a player’s peak and remains sticky, rarely going down. In other words, it's easy to raise but difficult to lower. MMR tanking is likely futile.

--

The reason why many people fail to reach Infinite is -- their MMR increases through luck and if they're going normal luck they can't beat the average and their cube rate drops to 0.0 per match.

If the skill level is the same, it's only natural that their cube rate will be zero. I think it's no longer possible for the average player to reach Infinite rank.


The play pattern of gaining an advantage by playing with one less energy on turns 1-5 is a unique and fun mechanic. I like that about New Starlord.

However, having its OnReveal effect trigger 2, 3, or even 4 times in a single turn is clearly excessive. I think the card text should append "Triggers only once per turn"


On paper, New Starload is a great design that creates new play patterns dispite a game with very tight desgin-space -- but triggering the On Reveal effect 2 or 3 times is too much. It should be once per game I think.


Some people says that ranked encourages players to reflect on their own bad-plays, correct their mistakes, and learn from them to be more humble and retrain their mindset -- but even if that's half true -- I wonder if there are many people who enjoy repeating such a difficult painful process in a mobile game.


Snap's card search function is pretty pathetic by modern standards.

No autocomplete, no keyword search, no query syntax (like cost=3 releasedate>=2025) It's essentially just grep. There's no sign of using regular faster search techniques like binary search, keyword indexing.

It's almost sad when searching for "Crystal" and cards with art by "Shawn Crystal" come up.


The obvious downside is Character Mastery is it harder to get a regular Foil split (first split missed to 50% to 25% in worst case, and post Mastery Level 10 basically impossible)

This is a terrible gacha overall, and it should be guaranteed to reward Foil and Split after splitting at least 5 times. and (I'm not interested but) make sure player get ink and gold in 12 splits.




A question that comes to mind is, how the top 1% of whales feel when they can't reach infinite rank.

I'm just a occasionally buying season pass, and even so, not being able to reach infinite rank makes me feel like a complete fool. It's a huge humiliation to spend money and not get even card back that so many Twitter people are getting.


What's surprising is that Second Dinner seems unaware of the negative effects of making ranked harder -- something that's obvious and well-known within the gaming community.

Isn't this supposed to be a casual card game? Are they trying to turn it into an ultra-hardcore experience just to satisfy the top 1% of players?


Why Is The Ranked Grind So Toxic? ... I knew it. If I feel obligated to grind ranked, I must take break becasue I will definitely find myself burned out.

But if that's the case, I hope stop rewarding card-backs that are only available this season and I'll never get them again if I failed.

I played Infinite streak for a long time, the sense of failing (mostly terrible design card-back but) is surprising even to me.


This toxic ranked ladder is undoubtedly making players unhappy. It will destroy Marvel Snap.

The difficulty of a ladder with the top 2.5% luck is totally different from that of a ladder with the bottom 2.5% luck. Glenn loves data, will probably take exception to data outside the 95% CI. But after two years of playing the game, a player like that will end up on a bad ladder at some point. Each time Snap will lose players.


検察がその気になれば国内テロリスト・政治犯扱いとして死刑とすることもできた。むしろ法律上はそうなるしかないものを、情状酌量かなにかよくわからないが、とにかくここは矛を収めたのだから、求刑された側も手打ちしたほうがいいだろう。これを見誤って控訴し直すとなると、やぶ蛇になりかねんぞ。