Holding two of three Locations in Marvel Snap is the key to victory, so therefore, knowing every possible effect is vital to your success. Here’s a complete breakdown of every single Location in Marvel Snap to date so you can get ahead of the curve,
Locations are everything in Marvel Snap. Your sole objective is to control as many Locations as possible in order to win. But with each having its own unique effect, every game will have you changing up your strategy on the fly.
From simple effects like adding Power to your cards to outright adding a seventh turn, Locations can completely flip any given match on its head.
Thus, if you’re looking to succeed in the game, it’s crucial you know every possible Location before they appear. So here’s a full rundown on every Marvel Snap Location today along with all the unique effects.
How Locations work in Marvel Snap
With each Marvel Snap game, three Locations are present in the middle of the field. At the very beginning, just one of these Locations will be visible, with the following revealed across turns two and three.
Over six turns, your objective is to amass as must Power as possible at these Locations. Having more Power than your opponent in two of the three Locations is your end goal.
This means even if one Location goes ignored for the entire match, you can still win so long as you dominate the remaining two.
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Though with every round of action in Marvel Snap, the combination of Locations will be different. Each time around, a unique mix will be revealed, meaning you can rest on your laurels and expect one strategy to work across every game.
What are Featured Locations in Marvel Snap?
While most Locations in Marvel Snap have an equal chance of showing up in your next game, a few can stand out from the pack and appear more often than others.
While Featured, the specific Location has far greater odds of appearing in your next match. While it’s not a guarantee, the Featured Location will appear in a vast majority of games across that weekend, meaning it’d be wise to build a deck around its effect.
Full list of Marvel Snap Locations
At launch, Marvel Snap featured more than 50 unique Locations in total and that number is already growing. While that’s plenty to wrap your head around, more Locations are being added to the mix with seasonal updates each and every month.
Below is a complete list of every Location we know about thus far in Marvel Snap.
Location | Effect |
Altar of Death | When you play a card here, destroy it to get +2 Energy next turn. |
Asgard | At the end of turn 4, whoever is winning here draws 2 cards. |
Asteroid M | After you play a 3 or 4-Cost card, move it here. |
Atlantis | If you only have one card here, it has +5 Power. |
Attilan | On turn 4, shuffle your hand into your deck. Draw 3 cards. |
Aunt May’s | The first card you play here gets +3 Power and moves. |
Avengers Compound | On turn 5, all cards must be played here. |
Bar Sinister | When you play a card here, fill this Location with copies of it. |
Bar With No Name | Whoever has the least Power here wins. |
Baxter Building | Whoever is winning this location gets +3 Power at the others. |
Camp Lehigh | Add a random 3-Cost card to each player’s hand. |
Central Park | Add a Squirrel to each location. |
Cloning Vats | When you play a card here, add a copy to your hand. |
Collapsed Mine | Fill this Location with Rocks. Skip a turn to destroy your Rocks. |
Crimson Cosmos | 1, 2, and 3-Cost cards can’t be played here. |
Daily Bugle | Get a copy of a card in your opponent’s hand. |
Danger Room | Cards played here have a 25% chance to be destroyed. |
Dark Dimension | Cards played here are not revealed until the game ends. |
Death’s Domain | When you play a card here, destroy it. (Previously this effect was seen on Knowhere) |
Deep Space | On Reveal abilities won’t happen at this Location. |
District X | Replace both decks with 10 random cards. |
Dream Dimension | On turn 5, cards cost 1 more. |
Ego | Ego takes over and plays your cards for you. |
Elysium | Cards cost 1 less. |
Eternity Range | After turn 3, add a Rock to the losing player’s side. |
Fisk Tower | When a card moves here, destroy it. |
Flooded | Cards can’t be played here. |
Flooding | This is the last turn cards can be played here. |
Fogwell’s Gym | Both players get double Boosters this game. |
Gamma Lab | After turn 3, transform all cards here into the Hulk. |
Grand Central | At the end of turn 5, put a card from each player’s hand here. |
Great Web | After each turn, move one card to the Web for a random player. |
Hala | At the end of turn 4, destroy all cards controlled by the player losing here. |
Hellfire Club | 1-Cost cards can’t be played here. |
Hell’s Kitchen | Draw a 1-Cost card from your deck. |
Isle of Silence | Ongoing effects are disabled here. |
Jotunheim | After each turn, cards here lose 1 Power. |
K’un-Lun | When a card moves here, give it +2 Power. |
Kamar-Taj | On Reveal effects happen twice at this location. |
Klyntar | After turn 4, merge your cards here into a Symbiote. |
Knowhere | On Reveal effects do not happen at this location. |
Krakoa | On turn 5, takes over and plays both players’ cards for them. |
Kyln | You can’t play cards here after turn 4. |
Lake Hellas | 1-Cost cards here have +2 Power |
Lamentis-1 | Draw 3 cards. Destroy both decks. |
Lechuguilla | When you play a card here shuffle 3 rocks into your deck. |
Lemuria | No cards are revealed this turn. |
Limbo | There is a turn 7 this game. |
Los Diablos Base | At the end of turn 3, ruin a random location. |
Luke’s Bar | When you play a card here, return it to your hand. |
Machineworld | After you play a card here, add a copy to the opponent’s hand. |
Mindscape | At the start of turn 6, swap hands. |
Miniaturized Lab | On turn 3, 4, and 5, no cards can be added here. |
Mirror Dimension | On turn 4, transform into one of the other locations. |
Mojoworld | Whoever has more cards here gets +100 Power. |
Monster Island | Add a 9-Power Monster here for each player. |
Monster Metropolis | The cards with the highest Power here get +3 Power. |
Morag | You can’t play your first card here each turn. |
Muir Island | After each turn, give cards here +1 Power. |
Murderworld | At the end of turn 3, destroy all cards here. |
Necrosha | Cards here have -2 Power. |
Negative Zone | Cards here have -3 Power. |
New York | On turn 6, you can move cards to this location. |
Nidavellir | Cards here have +5 Power |
Nova Roma | Draw a card. |
Olympia | Draw 2 cards |
Onslaught’s Citadel | Ongoing effects here are doubled. |
Orchis Forge | After you play a card here, add a Sentinel to your hand. |
Oscorp Tower | After turn 3, all cards here swap sides. |
Pet Mansion | This turn, all cards must be played here. |
Plunder Castle | Only Cards that cost 6 can be played here. |
Project Pegasus | +5 Energy this turn. |
Quantum Realm | When you play a card here, set its base Power to 2. |
Quantum Tunnel | When you play a card here, swap it with a card in your deck. |
Rickety Bridge | After each turn, if there is more than one card here, destroy them. |
Ruins | [no effect] |
Sakaar | Put a card from each player’s hand here. |
Sanctum Sanctorum | Cards can’t be played here. |
Savage Land | Add two Raptors on each side of this location. |
Sewer System | Cards here have -1 Power. |
Shadowland | Add a Ninja to each side with -2 Power. |
Shuri’s Lab | When you play a card here, double it’s Power. |
Sinister London | When you play a card here, add a copy to another location. |
Sokovia | Discard a card from each player’s hand. |
Stark Tower | At the end of turn 5, give all cards here +2 Power. |
Starlight Citadel | After turn 4, swap the position of each location. |
Strange Academy | At the end of turn 5 move all cards here to other random locations. |
Subterranea | Shuffle 5 rocks into each deck. |
The Bifrost | After turn 4, move all cards one location to the right. |
The Big House | 4, 5, and 6-Cost cards can’t be played here. |
The Hub | Add a random card to each player’s hand. |
The Ice Box | Give a card in each player’s hand +1 Cost. |
The Nexus | Your Power here is granted to other Locations as well. |
The Peak | Each card in your hand swaps its Power and Cost. |
The Raft | Whoever fills this Location first draws a 6-Cost card. It costs 0. |
The Sacred Timeline | First to fill this gets a copy of their opening hand. |
The Sandbar | Cards with abilities can’t be played here. |
The Space Throne | Only one card can be here for each player. |
The Superflow | If you have no cards here, +1 energy each turn. |
The Triskelion | Fill each player’s hand with random cards. |
The Vault | On turn 6, cards can’t be played here. |
Throne Room | Card(s) here with the highest Power have their Power doubled. |
Tinkerer’s Workshop | +1 Energy this turn. |
Titan | 6-Cost cards cost 1 less. |
Transia | Shuffle the locations. |
TVA | At the end of turn 4, end the game. |
Vibranium Mines | When you play a card here, shuffle 3 Vibranium into your deck. |
Vormir | The first card you play here is destroyed. |
Wakanda | Cards here can’t be destroyed. |
Wakandan Embassy | Give +2 Power to cards in players’ hands. |
Warrior Falls | After each turn, cards here FIGHT! Destroy the weakest one(s). |
Washington D.C. | Cards here with no abilities have +3 Power. |
Weirdworld | Both players draw from their opponent’s decks. |
Westview | Turns into a new location on turn 4. |
White Hot Room | First to fill this gets +3 Max Energy. |
Worldship | Destroy the other locations. |
X-Mansion | At the end of turn 3, add a random card here for each player. |
Xandar | Cards here have +1 Power. |
While that’s every Marvel Snap Location we know about at this moment, rest assured we’ll keep you updated here as new additions join the mix.