I’ve been playing the recently released digital trading card game Marvel Snap longer than most. Since the beta began earlier this year, I’ve been addicted to the superhero game like nothing else. Every time I open it up, I remember why I called it perfect for beginners and a great refresher for the trading card genre. But like all relationships, there have been a few rocks along the way that questioned my love for it — ones that have carried over to its full release.

One of those rocks was the game’s progression system, which separates it from other trading card game entries. Unlike those where you gamble your money away for the hope of pulling a great card from a surprise pack, Marvel Snap instead has you gambling time away with card unlocks through battle passes. It’s one of the excellent card game’s few roadblocks at the moment, one that’ll give lower-level and less patient players a good reason to drop the game altogether — though there’s a secret benefit to the approach too.

My issues with Marvel Snap began once I understood the game at what I’d call a low midtier level. I was winning a good amount of my matches (the bots flooding the beta servers helped with that), but I never found myself on some type of streak that helped me level up quicker. In fact, at one point, I just felt like I was stuck in a grinding rut.

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. 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. 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.

My frustration with this system came sooner than I thought it would. Around the time I hit a 200-card level, I realized I was barely getting new cards anymore. 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. 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 problem has been present since the early days of the beta. 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. Those issues resonated with me at the time — so much so that I put the game down entirely for a while.

However, sometimes a rainbow can come out after a storm. 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.

The card-level system forces players to really learn the game. 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. Not only am I getting the fundamentals down, but I’m forced to really learn what different cards do. 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.

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. The issue only arises when combining that idea with casual players who may not have the time or patience to stick around for the ride. And considering this is a free-to-play game, that’s no small audience.

Marvel Snap is out now on iOS and Android devices.

Related Posts

Your Fable reboot preview is here, open world Albion looks gloriously chaotic

The hook is familiar, your choices matter, people notice, and consequences linger. The difference is scale. This is a fully open world take, with townsfolk on routines who respond to what you do, even when you think no one’s watching. It’s still chasing that mix of heroics, petty crime, and dry British humor, only with modern action RPG muscle.

Nintendo’s latest product wants to cheer you up with random quips

Nintendo first teased the Talking Flower during a Nintendo Direct showcase last September. The company has now shared more details about the product, and confirmed when it will officially go on sale. Based on the flowers in the Super Mario Bros. Wonder game, the Talking Flower is exactly what its name suggests: a potted flower that speaks around twice per hour, delivering lines like "Sometimes it's nice to space out" or "Bowser and his buds can't get us here, right?"

Your next road trip is booked: Forza Horizon 6 comes this May

The announcement came during the Xbox Developer Direct 2026 showcase, where Playground Games shared the first extended gameplay look and confirmed the release timing, including early access for Premium Edition players. Those who pre-order the Premium Edition will be able to start playing four days early on May 15. Importantly, this year’s Forza Horizon isn’t limited to Xbox and PC. For the second entry in a row, the series will also arrive on PlayStation 5 later in 2026, and players can already wishlist it on the PlayStation Store for launch notifications.