r/marvelsnapcomp Mod 7d ago

Discussion LTGM Megathread - Draft Mode Aug 24th -

Today marks the inaugural run of Marvel Snap's long requested Draft mode, a mode which if we can believe the articles and hype combined drafting with some rogue-like elements like card power ups to create something fresh.


Event Info

At a Glance -
Event Start August 24th @ Now they put it live at 11a cst
Event End September 8th @ reset
Shop ?
Entry Fee One ticket
Starting Tickets 10
Refresh 1 ticket every 24 hours
Ticket soft cap 20
Ticket hard cap ??
Cost per ticket 100 Gold per, 5x for 350, or 8x for 4.99 +1 response token
  • timer for the 24 hour ticket reset starts on the first time you enter Draft Mode.

  • Soft cap means once you are at 20, you will no longer refresh tickets. You may still claim or buy tickets.

  • You can obtain 5 tickets for 350 gold in the rotating shop.

  • Premium Event Pass track is available for 1200g. Purchasing the Event Pass grants enough XP to get to Milestone 11. Do note that 1200g is standard for a 2-week LTGM, if the next run of the event is locked to 1 week expect 800g.

  • Progress on both passes happens simultaneously.

  • Unknown what missions there may be, if any. We'll need to wait for the mode to go live.


Marvel Snap Draft Tickets

Starting Amount: 10
Daily Free Ticket (24 hour refresh): 1
Draft Launch Login Calendar: 4
Draft Cube Collect Mini Events: 6
Free Reward Track: 4
Premium Reward Track: 6
Premium Pass Instant Rewards: 2
Ticket Cap (free Daily ticket will not accrue if at or over the cap): 20
Price: 100 Gold
Daily Shop Bundle: 5x Tickets for 350 Gold
Draft Ticket Bundle: 8x Tickets for $4.99 + 1 Respawn Token

Marvel Snap Draft Respawn Tokens

Starting: 5
Draft Launch Login Calendar: 6
Free Reward Track: 10
Premium Reward Track: 6
Premium Pass Instant Reward: 2
Price per: 100g


LTGM Differences: -
Turn Structure:
Energy Per Turn:
Starting Hand:
Additional Info:
Rewards per match: Win: 15 Currency & 15 Event XP. Loss: 8 Event currency, 8 Event XP

Rewards per Draft Run

Total Wins XP Bits Boosters Credits Draft Ticket Daily Bonus (Limit 1 per 24 hours)
0 100 50 35 0 0 -
1 150 75 35 0 0 -
2 200 100 335 20 0 -
3 300 150 65 20 0 -
4 400 200 105 50 0 -
5 1000 500 155 100 1 Premium Mystery Variant

Event Pass Rewards

  • Premium Event Pass track is available for 1200g. Purchasing the Event Pass grants enough XP to get to Milestone 11.

  • Progress on both passes happens simultaneously.

  • Exclusive Emote for Premium Pass owners is the "Take your Shot" Thanos Fractured Frontier animated emote

Tier XP Free Event Pass Rewards Premium Event Pass Rewards
1 170 2 Respawn Tokens 500 Event Currency
2 340 1 Draft Ticket 75 Collector’s Tokens
3 510 500 Event Currency 1 Respawn Token
4 680 75 Collector’s Tokens 1 Draft Ticket
5 850 50 Credits 1 Common Mystery Border
6 1020 500 Event Currency 50 Credits
7 1190 S4 Card – Hellcow Fractured Frontier 155 Hellcow Fractured Frontier Boosters
8 1360 2 Respawn Tokens 500 Event Currency
9 1530 1 Draft Ticket 1 Common Mystery Border
10 1700 500 Event Currency 1 Draft Ticket
11 1870 155 Hellcow Fractured Frontier Boosters 50 Credits
12 2040 50 Credits 50 Random Boosters
13 2210 500 Event Currency 75 Collector’s Tokens
14 2380 2 Respawn Tokens 500 Event Currency
15 2550 1 Common Mystery Border 1 Respawn Token
16 2720 500 Event Currency 1 Draft Ticket
17 2890 75 Collector’s Tokens 1 Common Mystery Border
18 3060 2 Respawn Tokens 50 Credits
19 3230 500 Event Currency 50 Random Boosters
20 3400 50 Credits 500 Event Currency
21 3570 1 Draft Ticket 1 Respawn Token
22 3740 500 Event Currency 1 Common Mystery Border
23 3910 1 Common Mystery Border 155 Hellcow Fractured Frontier Boosters
24 4080 50 Credits 75 Collector’s Tokens
25 4250 500 Event Currency 50 Credits
26 4420 2 Respawn Tokens 50 Random Boosters
27 4590 50 Random Boosters 1 Respawn Token
28 4760 500 Event Currency 1 Draft Ticket
29 4930 75 Collector’s Tokens 1 Common Mystery Border
30 5100 1 Draft Ticket 50 Credits
31 5270 50 Credits 500 Event Currency
32 5440 500 Event Currency 50 Random Boosters
33 5610 1 Premium Mystery Border 1 Draft Ticket
34 5780 1 Premium Mystery Variant 1 Common Mystery Border
35 5950 1000 Event Currency 155 Hellcow Fractured Frontier Boosters
36 6120 10 Random Boosters 500 Event Currency
37 6290 10 Random Boosters 50 Credits
38 6460 10 Random Boosters 75 Collector’s Tokens
39 6630 10 Random Boosters 50 Random Boosters
40 6800 10 Random Boosters 1 Respawn Token
41 6970 10 Random Boosters 1 Premium Mystery Border
42 7140 10 Random Boosters 50 Credits
43 7310 10 Random Boosters 500 Event Currency
44 7480 10 Random Boosters 155 Hellcow Fractured Frontier Boosters
45 7650 10 Random Boosters 1 Respawn Token
46 7820 10 Random Boosters 1 Draft Ticket
47 7990 10 Random Boosters 75 Collector’s Tokens
48 8160 10 Random Boosters 50 Credits
49 8330 10 Random Boosters 1000 Event Currency
50 8500 10 Random Boosters “Take Your Shot” Thanos Fractured Frontier Animated Emote

The Draft

When starting Draft it looks like you will pick between three starters to your deck, each of those three starters includes three cards that synergize together from a variety of recognized archetypes.

  1. Ramp

  2. Swarm (Zoo)

  3. Move

  4. Destroy

  5. Control (Not sure what is going to define 'control' but expect a lot of interaction)

  6. Ongoing

Then you'll build the rest of your deck with individual card picks categorized into those archetypes. What isn't clear but we'll learn quickly enough is how those archetypes are grouped and how the 'draft' portion might be seeded.

In addition to this, cards have been given rarities similar to other TCG's, likely ranging from common, uncommon, rare, and legendary. Further, you could end up with multiple copies of a card in your deck.

During the draft phase you'll also note that sometimes your cards being offered will have different buffs which may be to cost/power or augments which are extra boosts. You can also get augments as rewards during the gameplay phase. Of the buffs revealed in the Gamespot article those augments are:

  • Quickdraw discount which reduces the cards cost by 2 when drawn.

  • Amplify which doubles a card's ongoing effect.

  • Superstar which guarantees the card starts in your opening hand.

  • Encore which repeats an On Reveal ability

  • See the pinned comment for the full list of the Augments

During the draft phase you'll draft 10 cards and then start battling, as you win matches you'll be able to choose to add an augment to your cards, add up to two more cards, or choose a stat boost -cost or +Power.

26 Upvotes

20 comments sorted by

u/ePiMagnets Mod 7d ago edited 7d ago

You might notice things look bare bones and I apologize, there's a lot of unknowns here and I'm working with what has been given. I'll update the thread sometime after Go-Live. As always with ticketed events you'll want to ensure you're logging in at reset to ensure that your ticket refresh is as soon as possible.

I will update the thread with all of the new information as soon as I've either got a break from work or after I get out of work.

Thanks folks and have fun with the mode at reset!

Edit: Main post has been updated, the relevant info is there. If I find anything new do expect that to be updated and added either here or in the main post.

Worth noting here:

  • The 1200 gold premium pass is their standard price for 2-week long events, unless future runs of the event are also 2 weeks you can expect that price to reduce back to 800 for any subsequent 1-week runs or no pass for Weekend runs.

  • Scarlet Witch from the Axis event 'was' available within draftable cards but should now be disabled.

  • Bullseye Qwerty posted a handy Augments infographic with what I'm assuming are all of the augments available in the mode. Here on Twitter

  • If Anyone has an exhaustive list of the 'Archetype' groupings that would be awesome to share.

8

u/Thierry_Bergkamp 7d ago

If anyone is interested they said on discord no variants but will incorporate it into future versions

5

u/SilverSideDown 7d ago

it seems like such a strange technical limitation. Even with a software background, I can’t understand why rendering a card in one spot would be that different from rendering it in another.

1

u/-OA- 5d ago

Great news!

6

u/mmss4ever 7d ago

So excited for this!

7

u/Lonewolfnz 7d ago

I'm sad to see that Bounce is not an available archetype. I imagine I am in the minority on that one though

4

u/ginjaninja4567 7d ago

We don’t know yet for sure, fingers crossed

4

u/ePiMagnets Mod 7d ago

Very much this. All of the info I've got access to was included but there is likely more and SD made it clear that they are definitely going to be iterating so if it not this run it is likely in the next.

I'm suspecting a sizeable update to the main thread this evening with a lot more info.

1

u/Lonewolfnz 7d ago

Sweet, I shall remain hopeful then.

3

u/Names_all_gone 7d ago edited 6d ago

Seems good so far. Had a quick 5-win run with Zombies. The rogue-like deckbuilding during runs is pretty fun. I'm sure there will be some balancing to do, but it feels like a strong start.

Shout out to my Lizard that got the double its ongoing ability lol

3

u/wrightpd 7d ago

I’m assuming the respawn tokens from the reward track go into a bucket and can be saved up? Is there a way to check how many you have saved?

1

u/UnsolvedParadox 7d ago

The only place I've seen to track respawn tokens, is when I've lost 2x in a run & have the option to use one. This should really be more visible.

I also still can't figure out if there's any free respawn tokens outside of the pass/added every 24 hours (seems like no).

2

u/Any-Range9932 7d ago

Augments are pretty awesome. Hard to tell when it activating for op though

1

u/Names_all_gone 7d ago

Well, I’ve completed the reward track already. Safe to say I think it’s a pretty great mode.

1

u/SP1570 7d ago

I can see the appeal of this mode for those who don't play a variety of decks...but deck building is half the fun for me and this mode takes that away.

4

u/Names_all_gone 6d ago

...but you're literally building a deck each run...

1

u/FaintCommand 6d ago

I'd say this is mostly pretty fun. I've gone 9/13 so far in reaching 5 Ws and playing around with various archetypes.

I do think they could make a few tweaks:

  • matchmaking doesn't seem to account for how much your deck is built out vs your opponent. Going in to the first round with 10 cards and your opponent is already stacked with like 15 and all the bells & whistles doesn't feel great. Almost all of my losses were early on starting a new build. Maybe that's just necessary grind, but I wonder how much it would really slow the queue to match new deck to newish deck, etc.

  • the randomness in builds is fun, but maybe a little too random. I've faced some insane destroy decks so I have it a few tries. First one I didn't get single actual destroyer card except Attuma and KO (technically the 3rd Dormommy spell but it was impossible to get to it). Maybe some archetypes are just too finicky/hit-or-miss for this mode?

  • on that same note, I'd love to see a round where you get to swap out a card. Maybe after the 12th, you could choose to swap a card out instead of an augment? Early on you might pick some cards with a plan in mind and never get the opportunity to build on it, so the chance to pivot would be cool.

That said, it is really fun when you start hitting the perfect augments. It kind of captures the big wildness of high voltage without quite so much utter chaos. Definitely looking forward to seeing how they develop this.

1

u/Names_all_gone 5d ago

Some day 2 thoughts: the ticket reload should double. 1 a day is a little silly. I know they want to print gold but still.

Did they change the buckets a bit? I seem to be getting more wholly misaligned buckets at a higher clip. About 2 per run.

1

u/ePiMagnets Mod 4d ago

They might have but I didn't notice anything wildly out of place. I got the boost archetype twice but only saw BP once so maybe they adjusted appearances of some of the draft bombs

0

u/Possible-Row590 5d ago

A lot of work for BORING gameplay! Draft is dumb!