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MARVEL SNAP Draft Augments guide

Every active core Augment, plus Draft upgrades, Quickdraw, stat boosts, and rare events

Augments are where a Draft run stops acting like a normal deck. The correct Augment is not always the one with the largest number. It is the one that lets the card and the rest of the run do something they could not do otherwise.

Scope: this is the 21 active core Augments in the current client, with current English effect text and their in-game icons. It keeps core Augments separate from stat mutations and rare-event effects.
A MARVEL SNAP Draft card receiving an Augment

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Official MARVEL SNAP Draft Augments explainer
Official MARVEL SNAP Draft Augments explainer artwork.

How Draft upgrades work

After every match, Draft gives you a chance to improve the deck. Before 12 cards, an upgrade can add a card. The official FAQ caps the deck at 12 cards. Once the deck reaches that cap, post-match upgrades are Augments instead of additional cards.

The game can also offer a card that already has an Augment. A card can hold more than one Augment, so combinations are part of the format. The best target is usually a card that already does something the Augment can repeat, protect, trigger, or turn into a second source of value.

A Draft card upgrade moving a deck from 11 to 12 cards
Before the 12-card cap, an upgrade can add another card to the deck.
A Mister Fantastic card with Maneuverable and Recharge Augment icons
Augments attach to an individual card and alter how that card plays.

The 21 active core Augments

Energy, draw timing, and consistency

  • Overload icon
    OverloadAt the start of each turn, +1 Energy if you are winning this location.
  • Quickdraw Discount icon
    Quickdraw: DiscountQuickdraw: -2 Cost.
  • Hot Pursuit icon
    Hot PursuitCosts 3 less if a card moved last turn.
  • Superstar icon
    SuperstarStarts in your opening hand.
  • Quickdraw Power icon
    Quickdraw: PowerQuickdraw: +3 Power.
  • Clone icon
    CloneGame Start: Shuffle a copy of this into your deck.

Repeat, grow, and multiply

  • Overtime icon
    OvertimeThis card's End of Turn ability repeats.
  • Encore icon
    EncoreThis card's On Reveal ability repeats.
  • Amplify icon
    AmplifyThis card's Ongoing effect applies an additional time.
  • Wakandan Tech icon
    Wakandan TechOn Reveal: Double this card's Power.
  • Mentor icon
    MentorOn Reveal: Add this card's Power to the top character of your deck.
  • Reinforce icon
    ReinforceWhen this is Empowered, gain an additional +1 Power.Works in hand, deck, or play.

Board position and movement

  • Maneuverable icon
    ManeuverableMoveable once.
  • Afterimage icon
    AfterimageWhen this moves, add an unmodified copy to the old location.
  • Reality Warp icon
    Reality WarpOn Reveal: Replace this location with a new one.
  • Rally icon
    RallyOngoing: +1 Power for each of your other cards here.
  • Sidekick icon
    SidekickOn Reveal: Add a random character to your hand. Give it -2 Cost.

Destroy and return value

  • Tag In icon
    Tag InWhen one of your cards is destroyed, this replaces it from your hand or deck.
  • Regeneration icon
    RegenerationWhen Discarded or Destroyed: Regenerate this with +2 Power at a random location.
  • Salvage icon
    SalvageOn Reveal: Destroy your lowest-Power other card here for +4 Power.
  • Regroup icon
    RegroupOn Reveal: Return your lowest-Cost card here to hand to give it +3 Power.

What Quickdraw means

Quickdraw effects are active on the first turn after you draw the card. The client describes the timing as the first turn you draw them, or the next turn if cards are already revealing. Quickdraw: Discount gives the card -2 Cost. Quickdraw: Power gives it +3 Power.

Quickdraw asks a different question from a permanent Augment. You need to know whether you can use the card in the window that unlocks the bonus. A discounted card that cannot be played that turn is still useful later, but the defining reward has passed.

Augments versus stat boosts

Augments add or change card text. Stat boosts change a card’s Cost or Power without adding a new ability. The official Draft blog uses a 4-Cost Vision or an 11-Power Vision as examples. Both types of modification can be strong, but they are evaluated differently.

Stat boosts are simple and reliable. Augments can be much stronger when they line up with the card. Wakandan Tech wants enough base Power that doubling matters. Amplify wants valuable Ongoing text. Encore wants an On Reveal effect that remains safe and valuable when repeated.

High-value pairing principles

  • Put Superstar on a card that matters early or needs to be reliably drawn.
  • Put Mentor on a card with enough Power that the top-deck boost changes future draws.
  • Put Tag In on a card you want to enter the lane after a destroy trigger.
  • Put Amplify on an Ongoing payoff, not a card that merely has the word Ongoing.
  • Put Encore on an On Reveal that remains good when doubled. A repeated effect can repeat a risk.
  • Use Afterimage and Maneuverable to make a movement plan more flexible, not to force Move into a deck with no location plan.
Rare Upgrade screen asking the player to choose a card to Augment
An upgrade is not only an effect. It is also a target decision: the same Augment can be valuable or wasted depending on which card receives it.

Rare events are not normal Augments

Gift of Thanos, Zombie Horde, HULK OUT, and Miniaturized Lab are rare-event systems. They can create an effect that looks like an Augment or mutation, but they are not part of the 21 core Augments listed above. Use the event’s target, timing, and offered choices as the source of truth when it appears.

The client also contains effects such as Silence, Deadlink, and Taunt. Those sit in event or special pools rather than the core Augment selection. This guide does not treat every internal label as a normal core-Augment offer.