Mobile Platform RSS Feed | Mobile RSS Feed on en Launch Media Network Nikke: Goddess of Victory — Best Characters Tier List Mon, 14 Nov 2022 12:21:13 -0500 Sergey_3847

Nikke: Goddess of Victory is sweeping the gacha community between its graphics and addictive gameplay. But of course, you've got to have some top tier units to stay competitive.

Whether you want an easy time or you just want to flex on your friends with your pulls, here's a character tier list to get your unit priorities straight.

S-Tier Characters


  • Attack: 25,554
  • Defense: 4,164
  • HP: 583,734

Scarlet is designed specifically to deal as much damage as possible, especially sustained and burst types of damage.

She can also increase her own attack power, which is already high by default, and her critical hit rate with critical damage.

Her best skill is Scarlet Flash, which increases her critical rate and damage once her HP total drops below 50%.


  • Attack: 17,059
  • Defense: 4,900
  • HP: 711,171

No team can sustain too much damage without the support of a tank character, and Noah is the best tank in the game so far.

She not only has massive HP pool, but she can also boost the defenses of her allies, and debuff all of enemy's attacks as well.

Her best skill is U Mad Bro?, which taunts all enemies and makes all her allies immune to damage for a short period of time.


  • Attack: 25,554
  • Defense: 3,633
  • HP: 583,734

Volume is another great attacker, who can increase her own damage, but also help her team by boosting its critical hit rate.

In order to effectively use Volume, players need to consider two of her skills, such as Drop the Beat and Turn Up the Volume, in a synergy.

Once both are used, all your allies get critical hit chance and critical damage boost, as well as burst skill cooldown time reduction.

A-Tier Characters


  • Attack: 17,059
  • Defense: 4,364
  • HP: 711,171

Novel is another great tank and a good alternative to Noah. She also has support abilities that buff the attacking power of her allies, which is always useful.

Her best ability is Case Closed, which increases both attack and defenses of her allies, stacking Cornucopia defensive skill up to its maximum.

Novel's only drawback is that her SMG weapon has a shorter range than that of Noah's weapon.


  • Attack: 17,059
  • Defense: 4,827
  • HP: 711,171

Poli is definitely a unique defender, as she can take a percentage of her ally's damage onto herself, if that ally has low HP. This is possible due to her That's a Good Boy ability.

But her best skill is Poli's Defense Line, which creates a massive shield that protects all her allies, albeit the cooldown on it is pretty steep at 40 seconds.


  • Attack: 25,554
  • Defense: 4,164
  • HP: 583,734

Julia's burst damage is quite amazing, but it needs to be combined with a full stack of her Crescendo ability to give really impressive results.

You can also use her Climax ability that hits five enemies at once with 500% attacking power, but once again with a longer cooldown.

B-Tier Characters


  • Attack: 25,554
  • Defense: 4,164
  • HP: 583,734

Brid is very similar in design to Julia, whose burst damage can be well utilized, but there is a condition that is quite hard to satisfy in order to maintain the necessary amount of damage: Brid needs to stay at full health.

As for her skills, Leak and AZX are the best for specifically targeting enemies with the highest attack and HP.


  • Attack: 25,554
  • Defense: 3,539
  • HP: 583,734

Guillotine is the opposite of Brid, as she gets stronger the more HP she loses. Note that Guillotine has no skills that would heal her up in case her HP drops too low.

Also, when she uses her Shroud of Darkness ability, you will see some significant damage increase only after her HP total falls below 70%.


  • Attack: 25,554
  • Defense: 3,633
  • HP: 583,734

If none of the above units seem cool to you, and you don't mind sacrificing a bit of damage for self-heal ability, then Signal is the right choice.

Her Waiting for Signal passive skill automatically recovers her own lost HP, but only when a full burst damage is activated.

Those are the best characters in Nikke: Goddess of Victory, and stay tuned for more.

Marvel Snap: Best Pool 3 Decks Mon, 07 Nov 2022 08:39:22 -0500 Sergey_3847

It'll take some grinding before Marvel Snap players unlock Collection Level: Pool 3. But once you're there, you will experience a competitive and aggressive meta game. That's why it's so important to know which decks to use on the ranked ladder.

Our guide will provide you with the best Pool 3 decks in Marvel Snap, which have already shown top results.

Daredevil Destroyer Deck

  • Yondu.
  • Bucky Barnes.
  • Daredevil.
  • Carnage.
  • Armor.
  • Wave.
  • Taskmaster.
  • Iron-Man.
  • Professor X.
  • Magik.
  • Destroyer.
  • Death.

Once you unlock the Destroyer card in Collection Level: Pool 3, consider yourself lucky, as this is one of the most powerful cards in there.

It has 16 Power, but when it's revealed, it destroys all your other cards. However, if you play cards like Armor and Professor X before you play Destroyer, then you can keep, if not all, then most of your cards intact.

Lastly, you can easily win on the next turn by playing Daredevil, a card that allows you to see your opponent's next move.

Ghost Rider Deck

  • Iron Fist.
  • Blade.
  • Angela.
  • Okoye.
  • Multiple Man.
  • Cloak.
  • Nakia.
  • Bishop.
  • Lady Sif.
  • Ghost Rider.
  • Strong Guy.
  • Heimdall.

This deck is based on discard and move mechanics that mainly rely on Ghost Rider and Multiple Man synergies.

As you start moving Multiple Man from one location to another, using such cards like Iron Fist, Cloak, and Heimdall, it starts to multiply, creating more copies of itself.

On the other hand, Ghost Rider creates copies of discarded cards, and you can further increase your power using Strong Guy. The rest of the cards either buff your other cards, or help you discard your hand.

Dracula Aggro Deck

  • Sunspot.
  • Nightcrawler.
  • Angela.
  • Okoye.
  • Scarlet Witch.
  • Nakia.
  • Dracula.
  • Jubilee.
  • Strong Guy.
  • Red Skull.
  • The Infinaut.
  • America Chavez.

Dracula allows players to deliver some of the most unexpected wins in the game.

It relies on the power of such cards like America Chavez, Red Skull, and The Infinaut. You don't even need to play these cards, as all you need is for them to stay in your hand for the Dracula trigger.

Now imagine that on the last turn you have Dracula on board and The Infinaut in your hand, which gets discarded. Dracula then gains its 20 Power and wins you the game to a complete surprise of your opponent.

Human Torch Deck

  • Nightcrawler.
  • Iron Fist.
  • Human Torch.
  • Blade.
  • Angela.
  • Okoye.
  • Multiple Man.
  • Cloak.
  • Nakia.
  • Bishop.
  • Strong Guy.
  • America Chavez.

This is another movement and discard deck, but it has a bigger shift towards movement mechanics using such cards like Human Torch and Multiple Man.

While Multiple Man copies itself when moved, Human Torch doubles its power, which is a much more powerful ability. If you move it once, it gains 4 power, if you move it twice, it gains 8 power, and if you move it a third time, you will have a 16 Power card on any one location.

Mister Negative Deck

  • Psylocke.
  • Ironheart.
  • Wolfsbane.
  • Nakia.
  • Lockjaw.
  • Mister Negative.
  • Jubilee.
  • Iron-Man.
  • White Tiger.
  • Magik.
  • Devil Dinosaur.

This is a pretty straightforward deck, when you play Mister Negative, and all your cards in the deck swap their power and cost.

If you play it on turn four, then all other 4-cost and 5-cost cards can be played in one turn, as most of them will cost zero or one energy. The only card that will cost 3 Energy would be Magik.

Sera Miracle Deck

  • Angela.
  • Mojo.
  • Scarlet Witch.
  • Mysterio.
  • Nakia.
  • Bishop.
  • Lady Sif.
  • Ghost Rider.
  • Strong Guy.
  • Hell Cow.
  • Sera.
  • America Chavez.

This deck utilizes the power of Sera, a card that makes all your cards cost 1 Energy less. This means that you can play all your cards much quicker, and make your Strong Guy much stronger.

Try to play Sera as soon as possible, and you will have a very strong position in no time. Note that the final push for victory will be provided by Mysterio and his Illusions.

Those are the best Pool 3 decks in Marvel Snap. If you were looking for the best starter decks in Marvel Snap, then head over here. Be sure to check out other tips guides, as well, such as those for tie breakers, how to upgrade cards, and how move and destroy effects work

Marvel Snap Pool Cards Explained Tue, 01 Nov 2022 12:14:20 -0400 Sergey_3847

All Marvel Snap players receive their starter cards after creating an account. But there is more to it, and there are three more Collection Levels full of cards that are far more powerful.

Our guide will explain what are Pool cards and how to unlock them in Marvel Snap, including a complete list of all Pool cards below.

How to Unlock Pool Cards

There are three Collection Levels in Marvel Snap simply titled Pool 1, Pool 2, and Pool 3. Each Pool can be unlocked by upgarding your cards in the following way:

  1. Complete a tutorial, unlocking starter cards.
  2. Play with a starter deck, earning boosters.
  3. Use boosters to upgrade cards.
  4. The more cards you upgrade, the higher Collection Level you unlock.

Boosters are points that are calculated after each match-up, depending on the number of your turns. If you finished with five turns, you get 5 boosters, if you finished with six turns, then you get 6 boosters, and so on.

Cards can be upgraded a number of times with the following results:

  • Common to Uncommon: 5 boosters (or 25 credits) = Collection Level +1
  • Uncommon to Rare: 10 boosters (or 100 credits) = Collection Level +2
  • Rare to Epic: 20 boosters (or 200 credits) = Collection Level +4
  • Epic to Legendary: 30 boosters (or 300 credits) = Collection Level +6
  • Legendary to Ultra: 40 boosters (or 400 credits) = Collection Level +8
  • Ultra to Infinity: 50 boosters (or 500 credits) = Collection Level +10

In order to upgrade any given card, you need to do the following:

  1. Go to your cards collection.
  2. Tap on any card with green upward arrows.
  3. Tap on the "Upgrade" button (bottom right).
  4. Confirm by pressing "Upgrade".
  5. Go to "Collection Level" menu.
  6. Claim any new unlocked cards by pressing "Claim!".
  7. Rinse and repeat to unlock more cards.

Credits can be purchased with Gold (real money) in the in-game shop, or earned by completing the following challenges:

  • Playing matches and winning.
  • Increasing Collection Level.
  • Earning ranked rewards.
  • Season Pass rewards.
  • Completing weekly challenges.
  • Claiming log-in rewards.

Note that upgraded cards simply change their appearance, and there are no new abilities added, but they help you upgrade your overall Collection Level which always begins at 1-14. From there you need to unlock the rest:

  • Pool 1 unlocks at Collection Level 18-214.
  • Pool 2 unlocks at Collection Level 222-450.
  • Pool 3 unlocks at Collection Level 462-?.

Pool 3 is still updating, and new cards are added regularly. New cards unlock randomly within each Pool, and you never know which one you get.

Once you reach the maximum number of Collection Level points, the next Pool of cards unlocks automatically.

All Pool 1 Cards List

  • America Chavez
  • Angel
  • Angela
  • Apocalypse
  • Armor
  • Bishop
  • Blade
  • Cable
  • Captain America
  • Carnage
  • Cosmo
  • Deathlok
  • Devil Dinosaur
  • Doctor Strange
  • Domino
  • Elektra
  • Enchantress
  • Forge
  • Groot
  • Heimdall
  • Hulkbuster
  • Iron Fist
  • Klaw
  • Korg
  • Kraven
  • Lady Sif
  • Lizard
  • Mantis
  • Mister Sinister
  • Moon Girl
  • Morph
  • Multiple Man
  • Namor
  • Nova
  • Onslaught
  • Professor X
  • Rocket Raccoon
  • Scarlet Witch
  • Spider-Woman
  • Squirrel Girl
  • Strong Guy
  • Sword Master
  • Uatu the Watcher
  • White Queen
  • Wolverine
  • Yondu

All Pool 2 Cards List

  • Agent 13
  • Bucky Barnes
  • Cloak
  • Ebony Maw
  • Hobgoblin
  • Iceman
  • Jubilee
  • Killmonger
  • Leech
  • Morbius
  • Nakia
  • Okoye
  • Rhino
  • Sabretooth
  • Sandman
  • Scorpion
  • Shang-Chi
  • Storm
  • Sunspot
  • Swarm
  • The Collector
  • The Infinaut
  • Vision
  • Vulture
  • Warpath

All Pool 3 Cards List

  • Adam Warlock
  • Aero
  • Agatha Harkness
  • Arnim Zola
  • Baron Mordo
  • Beast
  • Black Bolt
  • Black Cat
  • Black Widow
  • Brood
  • Captain Marvel
  • Cerebro
  • Colleen Wing
  • Crossbones
  • Crystal
  • Dagger
  • Deadpool
  • Death
  • Debrii
  • Destroyer
  • Doctor Doom
  • Doctor Octopus
  • Dracula
  • Drax
  • Electro
  • Falcon
  • Gambit
  • Ghost Rider
  • Giganto
  • Goose
  • Green Goblin
  • Hazmat
  • Hela
  • Hellcow
  • Human Torch
  • Invisible Woman
  • Jane Foster
  • Juggernaut
  • Kingpin
  • Leader
  • Lockjaw
  • Magik
  • Magneto
  • Maximus
  • Mister Negative
  • Mojo
  • Moon Knight
  • Mysterio
  • Mystique
  • Omega Red
  • Patriot
  • Polaris
  • Psylocke
  • Quake
  • Quinjet
  • Red Skull
  • Rescue
  • Rockslide
  • Rogue
  • Ronan, the Accuser
  • SERA
  • Spider-Man
  • Taskmaster
  • The Hood
  • Thor
  • Typhoid Mary
  • Ultron
  • Venom
  • Viper
  • Wasp
  • Wave
  • Wong
  • Yellow Jacket
  • Zero

Those are all Pool cards in Marvel Snap. If you were looking for the best starter decks in Marvel Snap, then head over here. Be sure to check out other tips guides, as well, such as those for tie breakers, how to upgrade cards, and how move and destroy effects work

Marvel Snap: Best Pool 2 Decks Tue, 01 Nov 2022 12:02:04 -0400 Sergey_3847

Most new Marvel Snap players should try and unlock Collection Level: Pool 2 as soon as possible, since it has broad list of strong cards. Many Pool 2 decks are much more efficient than the starter decks, and thus have a better chance of getting you higher on the ranked ladder.

Our guide will offer you some of the best Pool 2 decks in Marvel Snap, which have been showing great results in the current meta game.

Sunspot Infinaut Deck

  • Sunspot.
  • Korg.
  • Yondu.
  • Nightcrawler.
  • Iceman.
  • Scorpion.
  • Lizard.
  • Ironheart.
  • Kazar.
  • White Queen.
  • Blue Marvel.
  • The Infinaut.

One of the best new winning combos in the current Marvel Snap meta is the Sunspot/Infinaut combo, which puts a massive amount of power on the board.

The way to win here is to play in the following way:

  1. Play only Sunspot on turn 4.
  2. Gain +3 Power at the end of the turn (4 total).
  3. Skip turn 5 and gain +5 power (9 total).
  4. Play The Infinaut on turn 6.

In just three turns and two cards you will have 29 Power, and you may use the rest to disrupt your opponent's plays for a solid victory.

Okoye Midrange Deck

  • Elektra.
  • Nova.
  • Nightcrawler.
  • Forge.
  • Okoye.
  • Mister Sinister.
  • Carnage.
  • Scarlet Witch.
  • Ironheart.
  • Wolfsbane.
  • Cosmo.
  • White Tiger.

This deck is specifically built for playing Okoye on Kamar-Taj location, which triggers all On Reveal effects twice. As you may have noticed, almost all the cards in this deck are based on On Reveal abilities.

Besides Okoye the most powerful effects that should be played on Kamar-Taj are: White Tiger, which creates not one but two 7-power creatures, Wolfsbane, and Ironheart.

Most cards in this deck are also made to buff all your other cards, including the famous Carnage/Nova combo.

Blade Discard Deck

  • Ant-Man.
  • Nightcrawler.
  • Blade.
  • Angela.
  • Okoye.
  • Swarm.
  • Scarlet Witch.
  • Nakia.
  • Bishop.
  • Lady Sif.
  • Strong Guy.
  • America Chavez.

The deck mainly revolves around Swarm combo, which can utilize either Blade or Lady Sif to discard it, thus gaining two zero cost copies, which can be played instantly on the same turn.

The rest of the deck follows a typical buff scenario with Okoye and Nakia, but if you can empty your hand right after playing Strong Guy, then this synergy can also play a significant role in your victory.

Dinosaur Aggro Deck

  • Yondu.
  • Mantis.
  • Agent 13.
  • Cable.
  • Sentinel.
  • Moon Girl.
  • White Queen.
  • Iron-Man.
  • White Tiger.
  • Devil Dinosaur.
  • Spider Woman.
  • Odin.

Here is another On Reveal themed deck, but with a different twist. Most cards in this deck are also based on On Reveal abilities, and should be played on Kamar-Taj location.

The main goal of the deck is to utilize the Devil Dinosaur/Moon Girl combo when you have a full hand. This is possible to achieve already on turn 6, and then you play Moon Girl to duplicate your hand with Devil Dinosaur buffing itself up by +2 Power for each of those cards.

Collector Aggro Deck

  • Squirrel Girl.
  • Nova.
  • Agent 13.
  • Bucky Barnes.
  • The Collector.
  • Carnage.
  • Cable.
  • Sentinel.
  • Deathlok.
  • Moon Girl.
  • Iron-Man.
  • Devil Dinosaur.

This deck's main goal is to put as many cards into your hand as possible, thus buffing The Collector. Cards that can help you achieve this are: Agent 13, Cable, Sentinel, and Moon Girl.

Of course, if you play a deck like this, then you also have to include Devil Dinosaur, since it benefits from additional cards in your hand.

The rest of the deck is used for extra buffing, using such combos like Nova/Deathlok or Nova/Carnage.

Nakia Midrange Deck

  • Elektra.
  • Ant-Man.
  • Ondu.
  • Nightcrawler.
  • Okoye.
  • Domino.
  • Ironheart.
  • Nakia.
  • Bishop.
  • Captain America.
  • Iron-Man.
  • Klaw.

This deck is a bit slower than Okoye Midrange deck mentioned above, but it is also more flexible. It allows you to play different types of buffs, and not rely on Kamar-Taj too much.

You can place your cards more freely, depending on such supporters like Klaw and Captain America. But if you want to be more aggressive, then you can go all in with the Ant-Man and Ironheart.

This deck allows you to go with the flow and act according to the situation.

Those are the best Pool 2 decks in Marvel Snap. If you were looking for the best starter decks in Marvel Snap, then head over here. Be sure to check out other tips guides, as well, such as those for tie breakers, how to upgrade cards, and how move and destroy effects work

Tower of Fantasy: How to Get and Farm Return Support Points Sat, 29 Oct 2022 12:54:26 -0400 John Schutt

As much content as Tower of Fantasy has, gacha games aren’t for everyone. But with the 2.0 update and the addition of the Vera region, players everywhere are bound to return. Anyone coming back will have a lot of catching up to do, but thankfully, both veterans and lapsed players have a reward system for them. Those who never stopped playing can now earn Return Support Points to spend in an all-new store.

This Tower of Fantasy guide covers how you get Return Support Points, what you can do with them, and the best places to farm them.

Return Support Points Explained

To earn Return Support Points, you must complete playlist activities with a returning lapsed player: anyone who hasn’t played in seven days or more. With them in your team, you can participate in either Select or Challenge activities to earn specific amounts of Return Support Points.

You’ll be participating in the two playlists: Select missions and Challenge missions. The Return Support Values are below.

Select Mission Return Support Point Values

  • 30 points per completion of any activity at any difficulty. A Joint Operation at level 8 is the same reward as a level 1 Dimensional Trial, and so on.

Challenge Mission Return Support Point Values

  • Void Rifts: 30 points per boss kill. Good for getting some extra Matrices and gear but not the most efficient use of your time.
  • Raid: 50 points per clear. Unless you go into the Raid activity with a scuffed team, there will always be enough strong players to carry the returning one lagging behind.
  • Frontier Clash: There are two difficulties here.
    • Hard mode provides 20 points per boss kill for a maximum of 100, though reaching that milestone takes high stats, a good team comp, and a bit of luck.
    • Normal mode provides 5 points per round clear, for a maximum of 75 for a full completion. If you or one of your teammates can easily take out all the enemies and bosses, this is one of the better ways to farm Return Support Points. If you don’t manage much past round 10, it might be preferable to focus on other activities.

If you have a friend or friends who used to play Tower of Fantasy, they’re the easiest ask to get into your team and get back in the saddle. There are also ways to matchmake and group with random players for limited times.

Returning Executors will have a reward screen of their own called the Limited-Time Return Store, visible via the Stellarway Restart menu. They’ll mostly be collecting upgrade materials, but they only have 14 days to do so.

How to Group with Returning Players

There are two primary methods of grouping players needing help without already having you on your friends list.

  • Join a Support Match Joint Operation. These Joint Operations are designed to pair you up with returning players, but whether they actually do so is a bit suspect. Our tests got us nothing.

  • Respond to a Rescue Signal in the Support Store. At the top of the Support Store is a new button called Rescue Signal. Selecting it opens a list of players looking for help. You can either press the flag button to invite them to your group or send them a Whisper message. Whispers are more likely to get results, as you come off as more than someone spamming invites in hopes someone joins.

No matter how you help your returning Executors, you’ll be able to get your hands on Gold Nuclei, Proofs of Purchase, and other goodies. For more on the Vera update and Tower of Fantasy in general, check out our guides hub.

Tower of Fantasy: How to Find the Hidden Smart Servant Sat, 29 Oct 2022 12:50:45 -0400 John Schutt

One of the sidequests in Mirroria in the Vera region of Tower of Fantasy has you playing hide and seek with a local child named Hui. Over three rounds, he'll ask you to find his hidden Smart Servant, and while you won't need to go far to find them, their hiding spots get harder to uncover.

This Tower of Fantasy guide will show you all three places to find the hidden Smart Servant so you can complete the quest quickly and easily.

Hidden Smart Servants Locations

To start the short sidequest, head to the northern side of Mirafleur Hall, and drop down to the lower level. You'll find Hui, the quest giver, against the north wall. Speak to him and select the following dialog options:

  • "Really?"'
  • "I'll do it!"

Selecting both will start the first round of the quest. Your minimap will have a blue area marked in the area north of you. All three hidden Smart Servants will be just north of Hui in slightly different areas.

Here's where to find all the hidden Smart Servants.

  • First Smart Servant Location: There is a set of bushes northwest of Hui. You'll see a bunch of lighter green buds protruding from the bushes left of the large-leaved plant. Go to them and interact with the Camouflage Smart Servant pop-up to complete this step. Return to Hui to progress to the next Servant.

  • Second Smart Servant Location: Just north of the bushes where you found the first Servant is a small sitting area with some tables and chairs. Two NPCs chat at the southernmost table, and there is a suspicious flower pot at the northern one. Approach the table, interact with the Camouflage Smart Servant pop-up, then head back to Hui for your final test.

  • Third Smart Servant Location: Directly north of Hui, you'll see a small, single-tier pagoda, which houses a noodle stand. Atop the red-lit structure is a strange-looking bonsai tree. Hop up to the top of the pagoda, interact with the Camouflage Smart Servant pop-up, then return to Hui one last time.

For finishing Hui's hide-and-seek quest, you'll receive 25 Mirroria District A exploration progress and 100 Mira for use at gachapon machines around Mirroria. We covered where to find Old Vera Coin gachapon machines in another guide, and there is plenty more about Vera and Tower of Fantasy in general in our guides hub.

Tower of Fantasy: How to Reach the Quicksand Lair Spacerift in Vera Sat, 29 Oct 2022 12:44:42 -0400 John Schutt

The Vera region in Tower of Fantasy might not be as large as the main Asperia map, but that doesn’t mean it’s small. Unlocking Spacerifts makes traversing the desert considerably easier, and while most of them are easy to access, the Quicksand Lair has no apparent means of access.

Getting to it isn’t straightforward either and requires mental and physical gymnastics. This Tower of Fantasy guide will show you where you need to go.

Quicksand Lair Spacerift Location

The first step to unlocking the Quicksand Lair Spacerift is to reach its entry point. The marker is in the southernmost section of the map, so if you haven’t been far from Mirroria, it’s quite the journey.

Stop by the other Spacerifts and Terrain Markers on your way there, so you don’t have to backtrack. When you get close to the Quicksand Lair marker, you’ll notice there is no Spacerift in sight. It’s far below the quicksand pool, and getting there takes a little work.

You’ll notice in the pool of quicksand near the marker there’s a portion near its center that’s swirling.

To reach the Lair, land in the middle of the swirling portion, then let yourself be consumed by it.

Rather than dying as you would with a normal quicksand pool, if you’re right at the center of the vortex, there will be a fade to black, and when you can see again, you’ll be in the Lair.

The easiest way to get to the center of the vortex is to head onto the hills below the giant rock formation near the quicksand pool.

Use the jetpack thrusters to get some air, then carefully position yourself above the swirling sand. Once you’re in the Quicksand Lair, make the easy jump across the chasm to activate the Spacerift.

It’s not the most challenging puzzle in Vera, but activating the Quicksand Lair Spacerift isn't the most straightforward, either. We’ve covered other topics unique to the new update, including Old Vera Coins and solving Ruin Stone Puzzles. Our Tower of Fantasy guides hub has more.

Tower of Fantasy: Possible Fixes for Memory Leak Bug Sat, 29 Oct 2022 12:41:13 -0400 Sergey_3847

Owners of Nvidia RTX graphics cards have been experiencing some serious memory leaks in Tower of Fantasy lately. This glitch is connected to Nvidia's Deep learning super sampling (DLSS) technology.

There are not many ways to fix this issue, but we will go over two possible — and easy — solutions below. Though, admittedly, they are not the most ideal. 

Turn Off DLSS

If you are willing to lose the benefits of DLSS while playing Tower of Fantasy, you can simply turn it off by following these steps:

  1. Go to the game's main menu.
  2. Select "Settings" option.
  3. Go to "Display" tab.
  4. Toggle DLSS enabler to "OFF" position.

This simple action should instantly stop any memory leaks in your system, but you may or may not notice any changes to the quality of the imagery in the game.

Install the Newest Version of DLSS

Tower of Fantasy players who don't want to disable DLSS can install the latest version of the DLSS libraries released by Nvidia. Here's what you need to do:

  1. Go to DLSS PowerUp webpage.
  2. Download the latest version of the DLSS libraries.
  3. Go to "\Tower of Fantasy\Engine\Plugins\Runtime\Nvidia\DLSS\Binaries\ThirdParty\Win64" folder on your PC.
  4. Delete the old "nvngx_dlss.dll" file.
  5. Copy and paste the new DLSS libraries .zip file into the folder and unpack it.

Reportedly, the latest version of the DLSS libraries doesn't cause memory leaks in the system.

Realted guides

That's all you need to know on how to fix memory leaks in Tower of Fantasy. Be sure to check out the rest of our Tower of Fantasy tips and tricks articles on our dedicated hub page.

Marvel Snap Discard Deck Tier List Fri, 28 Oct 2022 11:36:36 -0400 Daniel Solomon

A surefire strategy for winning in Marvel Snap is to get into the meta and build a deck around cards that synergize with a particular mechanic. And while destruction decks are fun, they're also pretty common in the game's current state. So if you're a contrarian like me, consider bewildering your foes with a discard deck.

Using our picks below, you'll utilize the proverbial waste bin and turn it into raw power. Building a good discard deck can often blindside your opponent, as it can at first look like you aren't fielding much at all. Let's get into our picks for best discard cards in Marvel Snap. 

S-Tier Cards


  • Collection: Pool 3
  • Ability: On Reveal: Play all cards you discarded from your hand to random locations.

If you’re gonna' lean heavily into the discard life, you’ll need a card like Hela that can take advantage of all your discarded cards. Paired with options like Blade, Gambit, and Moon Knight, which all require you to discard a card from your hand when they’re played, you can quickly amass a pile of cards that can turn the tide in your favor when Hela is fielded.

It will take your opponent by surprise in the final turn, too, as it’ll look like you’ve barely fielded a thing before swiftly overwhelming them. 


  • Collection: Pool 2
  • Ability: Ongoing: +2 Power for each time you discarded a card this game.

Remember that bit in the film where he said it’s discardin’ time and then discarded all over those guys? No? Well, dear old Michael is another good pairing with Hela: for each card thrown away for her big reveal, he’ll be morbin’ up that power all the while. 


  • Collection: Pool 1
  • Ability: On Reveal: Discard a card from your hand.

The daywalker himself. He’s just about as strong as you’re gonna' get for a one-cost card here, and the trade-off for his 3 power will be a boon to anyone intentionally stacking up that discard pile. 

A-Tier Cards

Ghost Rider

  • Collection: Pool 3
  • Ability: On Reveal: Bring back one of your discarded cards to this location.

If it’s getting late in the game and you’ve seen no sign of Hela yet, you could do worse than utilize your pile by sending Ghost Rider in for a rummage. The downside is that Ghostrider's ability is random, so it cannot be relied upon for high damage if you’ve been on a bit of a spree. However, you can anticipate using Ghost Rider if he turns up early, fielding a discarded high-cost card with a bit of luck from someone like Blade. 

Strong Guy

  • Collection: Pool 1
  • Ability: Ongoing: If your hand is empty, +6 Power.

While the superbly-named Strong Guy doesn’t actually have a discard ability, he’s a worthy addition to your deck for a huge power boost, which you’ll only get to see if you’re discarding your hand left, right, and center. He also doubles up as a good late-game play if you run with a lot of low-cost cards, as the buff still lands if you empty your hand with him. 


  • Collection: Pool 1
  • Ability: When this is discarded or destroyed, play it at a random location.

A pretty vital inclusion for your deck, Wolverine's pretty much impossible to do away with. If you serve Wolverine up as fodder for any card that requires a sacrifice to come into play, he’ll hop onto the field due to his ability. He’s also viable for a destroy deck for the same reason. 


  • Collection: Pool 3
  • Ability: On Reveal: Discard a card from your hand. Destroy a random enemy card.

Gambit's late-game for sure, and he barely contributes at all in terms of power output, but he synergizes perfectly with a discard deck while disrupting your opponent’s strategy. If your foe has the hubris to field a high-strength card or a particularly annoying status effect alone on a location, field ‘em a Gambit and see how smug they’re feeling after. 

B-Tier Cards 


  • Collection: Pool 1
  • Ability: When you discard this from your hand, put it back with +4 Power.

While Apocalypse hits for a solid 8 without having been discarded first, and this can be enough for a final turn, he really shines when paired in a deck with Lady Sif, who can guarantee his power buff if they’re both in your hand from turn 3 onwards, prepping you for a big finish. 

Lady Sif

  • Collection: Pool 1
  • Ability: On Reveal: Discard the highest-cost card from your hand.

Aside from the obvious synergy with Apocalypse, Lady Sif can also make for a good early-game offensive play if you’ve drawn a low-cost hand and don’t mind losing something from it, particularly if you’ve got Hela in your Deck. Make sure she’s not in your hand, though. 

An alternative to this strat would be pairing Colleen Wing and Silver Samurai, as the former discards your lowest-cost card, and the latter costs one, with the power of drawing a card when discarded.

And that's our discard deck tier list. Make sure to check our picks for the best overall cards in Marvel Snap, too, as well as our tips on tiebreakers, how to move and destroy cards, and how to upgrade your collection.

Tower of Fantasy: Possible Fix for Failed Login ID 32 Error Fri, 28 Oct 2022 11:03:37 -0400 Sergey_3847

Many Tower of Fantasy players have encountered the "Failed Login ID 32" error while trying to log into their accounts lately. The reason this error pops up is one that plagues dozens of other games regardless of genre: server overload.

Before you do anything, it is best to check the game's official Twitter page or the Global News webpage to make sure you are not trying to play Tower of Fantasy during a scheduled maintenance period. If you are, then you will have to wait until the maintenance is over. Unfortunately, the team is not currently working on the game, there is really only one thing you can do in this situation, and that is to change your server region. 

Change Server Region

Before the developer officially fixes server issues, try switching to another region. Here's how you can do it:

  1. Launch the game.
  2. Click or tap the server name on the bottom of the screen.
  3. Select any other region other than your current.
  4. Select any server you want to try out.

This should eliminate the login error problem for the time being, though it is not ideal. You may lose some latency due to using a non-local server, but at least you can play the game, albeit with a totally different player base.

Many players recommend United Kingdom servers as the most stable in the current situation.


Realted guides

That's all you need to know on how to get around the "Failed Login ID 32" error in Tower of Fantasy. Be sure to check out the rest of our Tower of Fantasy tips and tricks articles on our dedicated hub page.

Marvel Snap: Tie Breakers Explained Wed, 26 Oct 2022 16:44:23 -0400 Daniel Solomon

You’ll have no doubt discovered that to win a match in Marvel Snap, you need to have the higher power level in at least two of the three locations in play. But to paraphrase Tom Jones, it’s not unusual to win one, lose another, and be tied at a third by virtue of both players fielding cards resulting in the same power level at a location at the end of the match. In that case, you'll need to also understand tie breakers.

So what happens in the event of a tie, and how are they broken? We discuss that in the Marvel Snap guide below. 

How to Win a Tiebreaker 

The outcome of a tie is determined by the total power across all three locations. If you can see a tie coming before a match ends, focus on increasing your overall power numbers. That's the easiest way to win a tie breaker.

However, that isn’t to say you should focus on power completely, as a bit of strategy is still required to make sure you come out on top. One way to check if you’re ahead in the event of a tie is to see which player currently has the larger lead at the location they’re currently winning. If a tie is inevitable, such as when a location is already at a stalemate or narrowly lost, then bolster your power at the location you intend to win.

Doing so can give you the upper hand when the match ends. Cards such as Iron Man can be clutch in these situations, as he doubles the total power of the location at which he’s fielded. In turn, your lead has the potential to grow exponentially. 

Opportunities to turn the tide of a match can present themselves right up to the last turn, so if there’s a way to win back a location that you thought was lost or tied, you should absolutely take that course of action first. Cards that drain your opponent's power, such as Hobgoblin, who switches to your rival’s side of the playing field and gifts them a brutal -8 power debuff, could swing things in your favor. 

If you’re both fielding cards into the same location for the finale, any of the Guardians of the Galaxy are a good play, as they get a power boost for your opponent playing an opposing card at that location. You may even draw a buff card on your last turn; something like Captain America’s +1 to all cards at that location can be just enough to win it back when things are tight. 

Now that you understand tie breakers, your tactics are in shape. It’s time you filled out your collection by upgrading cards and got your head around how to move and destroy cards in Marvel Snap. And you should always keep an eye out for the game's best cards.

Marvel Snap: How to Upgrade Cards Wed, 26 Oct 2022 16:44:16 -0400 Daniel Solomon

An obvious early question for any competitive game like Marvel Snap is how you’re going to improve and get the edge over your rivals.  And while upgrading cards only affects them on a cosmetic level, it’s still a vital part of Marvel Snap’s core loop; it’s also the primary method by which you acquire new cards. 

For each card you upgrade, you’ll earn collection levels, which reward you with new cards, as well as credits and boosters to upgrade them. Boosters are card-specific, so with the exception of variants (duplicates with different artwork), don’t worry about saving them up. 

Each card you receive enters your collection at common rank, and it can upgraded a total of five times, at an increasing cost-to-reward ratio:

  • Uncommon rank: Costs five boosters and 25 credits; earns one collection level.
  • Rare rank: Costs 10 boosters and 100 credits; earns two collection levels.
  • Epic rank: Costs 20 boosters and 200 credits; earns four collection levels.
  • Ultra rank: Costs 40 boosters and 400 credits; earns eight collection levels.
  • Infinity rank: Costs 50 boosters and 500 credits; earns 10 collection levels.

Given that you unlock something every two collection levels for the beginning of the game, this is a habit to get into early. 

The other methods of earning cards, credits, and boosters are through mission rewards, the battle pass, playing matches, and increasing your season rank. But for now, let’s get into how you go about upgrading your cards. 

Where Do I Upgrade My Cards in Marvel Snap? 


For each battle you play, win or lose, you’ll earn some boosters towards upgrading one of your cards. If you have enough boosters and credits, you can upgrade a card right in the rewards screen. 

Collection Screen 

When you’ve gathered enough boosters to upgrade a card, you’ll see a notification on the collection screen. The card that you can upgrade will be highlighted with a glow. 

Shop Screen

Every eight hours, three random cards are chosen from your collection and placed in the Fast Upgrade area of the shop, which allows you to buy all the remaining boosters you need to upgrade them just for credits. The amount of boosters you already own affects the price, at a rate of on booster to five credits. 

And there you have it — how to upgrade cards in Marvel Snap. Keep on upgrading those cards, and you’ll fill out your collection in no time. For more, check out our guides on moving and destroying cards, understanding how tie breakers work, and the very best cards you should focus on.

Marvel Snap: How to Move and Destroy Cards Wed, 26 Oct 2022 16:44:07 -0400 Daniel Solomon

Given the random nature of unlocking most of the cards in Marvel Snap, it’s likely you’ll come across an ability that synergizes with cards either being moved or destroyed. Though, you may not have the means to use it immediately. This is almost a certainty if you opt for the Battle Pass straight out of the gate. This may leave you wondering how to move and destroy cards. 

It’s not a case of missing an input or anything like that, so don’t think you’ve overlooked something in the tutorial. You’ll just have to keep upgrading your cards until you unlock one that has a move or destroy ability. Either that, or hope your next match draws a location that has such an effect. It's as simple as that.

However simple the general idea and explanation may be, there are plenty of move and destroy cards to unlock. We've laid them out below complete with their effects, alongside the locations that have these abilities, to better help you while playing. 

Move Cards in Marvel Snap

A good early-game move strat is to field Nightcrawler as soon as you can, which lets you follow up quickly with Miles Morales for a cost of 1 rather than 4. A well-timed Doctor Strange too can trigger a lot of these effects, as many cards gain power for moving. 

  • Aero: On Reveal: Move all enemy cards played this turn to this location.
  • Blink: You can move this each turn. When it moves, +1 Power.
  • Blob: Ongoing: Nothing can move this to another location.
  • Captain Marvel: At the end of the game, move to a location that wins you the game (if possible).
  • Cloak: On Reveal: Next turn, both players can move cards to this location.
  • Colossus: Ongoing: Can't be destroyed, moved, or have its Power reduced.
  • Dagger: When this moves to a location, +2 Power for each card your opponent has there.
  • Doctor Strange: Move your highest power cards to this location.
  • Ghost Spider: On Reveal: Move the last card you played here.
  • Heimdall: On Reveal: Move your other cards one location to the left.
  • Human Torch: When this moves, double its Power.
  • Iron Fist: On Reveal: Move the next card you play one location to the left after it reveals.
  • Juggernaut: On Reveal: If your opponent played cards here this turn, move them randomly.
  • Kingpin: When a card moves here on turn 6, destroy it.
  • Kraven: When a card moves here, this gets +2 power.
  • Magneto: On Reveal: Move all opposing 3 and 4-Cost cards to this location.
  • Miles Morales: If a card moved last turn, this costs 1.
  • Multiple Man: When this moves, add a copy to the old location.
  • Nightcrawler: Can be moved once.
  • Polaris: On Reveal: Move an opposing 1 or 2-Cost card to this location.
  • Professor X: Ongoing: Lock down this location. Cards can’t be added, removed, etc.
  • Silk: When anyone plays a card here, move this to another location.
  • Space Stone (Thanos Summon): On Reveal: Next turn you can move 1 card at this location. Draw a card.
  • Surtur: If you move the Human Torch to this location, +10 Power.
  • Vision: You can move this each turn.
  • Vulture: When this card moves, +5 Power.
  • Yo-Yo: When this card moves, move it back with +1 Power.

Destroy Cards in Marvel Snap 

There are some pretty wild synergies to be made if you’re brave enough to roll a deck that relies on you destroying your own cards. One, in particular, is pairing Carnage with cards that offer bonuses for having been destroyed, such as Wolverine, Deadpool, and Sabretooth, all of which can be replayed while also serving as fodder for Carnage’s damage bonus for destroying friendly cards.  

Death, too, while costing an absurd 9 energy to field by default, can be quite quickly managed down if paired with the above, and cards such as Killmonger, who will destroy all of the opposing player's 1-cost cards, and Deathlok, who will destroy all your cards at the location he's played. 

  • Angel: When one of your cards is destroyed, this flies out of your deck to replace it.
  • Armor: Ongoing: Cards at this location can't be destroyed.
  • Arnim Zola: On Reveal: Destroy a random friendly card here; add copies of it to the other locations.
  • Black Knight: When this is destroyed, draw a card.
  • Bucky Barnes: When this is destroyed, create the Winter Soldier in its place.
  • Carnage: On Reveal: Destroy your other cards here. +2 Power for each destroyed.
  • Colossus: Ongoing: Can't be destroyed, moved, or have its Power reduced.
  • Deadpool: When this is destroyed, return it to your hand with double the Power.
  • Death: Costs 1 less for each card destroyed this game.
  • Deathlok: On Reveal: Destroy your other cards at this location.
  • Destroyer: On Reveal: Destroy your other cards.
  • Elektra: On Reveal: Destroy a random enemy 1-Cost card at this location.
  • Galactus: On Reveal: If this is your only card here, destroy all other locations.
  • Gambit: On Reveal: Discard a card from your hand. Destroy a random enemy card.
  • Killmonger: On Reveal: Destroy ALL 1-Cost cards.
  • Kingpin: When a card moves here on turn 6, destroy it.
  • Lady Deathstrike: On Reveal: Destroy the enemy card with the highest Power at this location.
  • Negasonic Teenage Warhead: When any card is played here, destroy this card AND that card.
  • Nova: When this is destroyed, give your cards +1 Power.
  • Sabretooth: When this is destroyed, return it to your hand. It costs 0.
  • Shadow King: On Reveal: Destroy all other cards that have 2 or less Power.
  • Shang-Chi: On Reveal: Destroy all enemy cards at this location that have 9 or more Power.
  • Stryfe: If your opponent has 12+ Power here at the end of any turn, destroy this.
  • Uncle Ben: When this card is destroyed, add Spider-Man to your hand.
  • Venom: On Reveal: Destroy your other cards at this location. Add their Power to this card.
  • Wolverine: When this is discarded or destroyed, play it at a random location.

Locations with Move or Destroy Effects

Some locations have effects that can either move or destroy your cards, too. These function in the same way as if you’d triggered the condition yourself and can be used to your advantage with some strategic thinking. 

  • Bifrost: After turn 4, move all cards one location to the right.
  • Danger Room: Cards played here have a 25% chance to be destroyed.
  • Death’s Domain: When you play a card here, destroy it.
  • Fisk Tower: When a card moves here, destroy it.
  • Hala: At the end of turn 4, destroy all cards controlled by the player losing here.
  • K’un-Lun: When a card moves here, give it +2 Power.
  • Murderworld: At the end of turn 3, destroy all cards here.
  • New York: On turn 6, you can move cards to this location.
  • Strange Academy: At the end of turn 5 move all cards here to other random locations.

That's every card and location with a move or destroy ability accounted for discovered in the game so far – now it's just a case of building some tricky decks to really mess with other players and build up your competitive rank. For more, here are the best cards in the game and a quick explainer on tie breakers

Marvel Snap: Best Cards Tier List Wed, 26 Oct 2022 16:43:57 -0400 Sergey_3847

There are over 150 cards in Marvel Snap spread out across three collection pools. Some of the best cards can be found only in Pool 2 and Pool 3, but you can find some meta staples in Pool 1, as well.

This guide will provide you with a tier list of the best cards in Marvel Snap. The cards listed below have the highest impact on the current meta.

S-Tier Cards


  • Collection: Pool 2.
  • Ability: At the end of each turn, gain +1 Power for each unspent Energy.

Sunspot is currently the biggest and most powerful 1-drop of all.

Anyone able to unlock Collection Level: Pool 2 should include Sunspot in their decks regardless of their archetypes.

There is always a time during any match-up when you'll leave unused energy, so why waste it when it can be easily converted into Sunspot's power.


  • Collection: Pool 2.
  • On Reveal: Give every card in your deck +1 Power.

Just like Sunspot, Okoye can also be played in any deck but is most useful on the Kamar-Taj location, which allows her ability to trigger twice.

Of course, if you get Okoye in your opening hand, then you should play her as soon as possible, but if you can wait and play her specifically on Kamar-Taj, then your chances of winning will be doubled.


  • Collection: Pool 2.
  • On Reveal: Play a card from your deck at this location.

There is a vast number of different combo decks in Marvel Snap that rely on one specific card. Jubilee is that card, which allows you to play your winning card when you need it the most.

Of course, there is a chance that get something you don't need, but that's where a proper decklist should eliminate such possibilities.

A-Tier Cards

The Infinaut

  • Collection: Pool 2.
  • Ability: If you played a card last turn, you can't play this.

Infinaut is undoubtedly one of the strongest cards in Marvel Snap. But it has a limitation that prevents you from playing any card prior to it. Still, that doesn't mean that you can't "cheat" it into play with something like Jubilee.

However, you need to be careful against players who play Morph, who can easily take the shape of Infinaut and use it against you.


  • Collection: Pool 2.
  • On Reveal: Next turn is the last turn cards can be played here.

Fortunately, Marvel Snap has some room not only for aggressive decks but also for excellent control ones.

Storm is a great control card that allows you to practically block a certain location, which would be a very effective game plan against swarm decks and combo lists. Its only drawback is low power, which can also restrict your own win condition.


  • Collection: Pool 3.
  • On Reveal: Next turn, you get +1 Energy.

Ramping is another cool feature that you should utilize when building decks in Marvel Snap.

Gaining extra energy on turn 3 can give a serious boost to your game and quickly lead to a definite win.

Although Psylocke can be unlocked only at Collection Level: Pool 3, once you get her, there is no doubt that you'll be using her in every deck.

B-Tier Cards

Ghost Rider

  • Collection: Pool 3.
  • On Reveal: Bring back one of your discarded cards to this location.

Protecting your cards from being discarded is a great way to create diversion against your opponent's tricks.

Ghost Rider simply puts your discarded cards back into the game without spending extra energy.

This card is now heavily used after proving itself to be very effective in archetypes like Wave and Lockjaw. But you can't get it earlier than Pool 3.

America Chavez

  • Collection: Pool 1.
  • Ability: You always draw this card on turn 6, and not before.

This is arguably the best card in all of Pool 1, which says a lot not only about its power level but also about its overall utility.

It's nice to have a guaranteed output in a game that is heavily based on RNG. When you know that you will get America on turn 6, and almost nothing can prevent it from happening, it can completely change your strategy.


  • Collection: Pool 1.
  • On Reveal: Destroy a random enemy 1-Cost card at this location.

Elektra has very little power, but her utility more than makes up for it.

With this card, you can eliminate annoying threats off the board like Sunspot, Ant-Man, Rocket Raccoon, Hawkeye, and many others.

The only 1-drops she can't deal with are the ones protected by the Hulk Buster. But there are other ways of eliminating that problem.

Those are the best cards in Marvel Snap. If you were looking for the best starter decks in Marvel Snap, then head over here. Be sure to check out other tips guides, as well, such as those for tie breakers, how to upgrade cards, and how move and destroy effects work (complete with a list of every current move and destroy card and location). 

Marvel Snap: Best Starter Decks Tue, 25 Oct 2022 10:52:03 -0400 Sergey_3847

Marvel Snap is a card game that allows players to create decks with only 12 cards, but not all cards are available to players from the very beginning. Still, you can create some very strong starter decks already at Collection Level: Pool 1.

Our guide will list some of the best starter decks in Marvel Snap, which can compete in the ranked mode with other more advanced lists.

Spectrum Midrange Deck

  • Ant-Man.
  • Korg.
  • Yondu.
  • Colossus.
  • Armor.
  • The Punisher.
  • Cosmo.
  • Captain America.
  • Kazar.
  • Iron-Man.
  • Klaw.
  • Spectrum.

This deck is a solid buff midrange deck that can quickly build up a ton of power with the help of Spectrum, which adds +2 Power to all other cards.

There is also a solid protection represented by the Armor card, which prevents all cards on the same location as Armor being destroyed. This can be well used for protecting Kazar, who buffs all your 1-drops, and Spectrum later in the match-up.

Another important card to note is Cosmo, which prevents your opponents from playing On-Reveal cards at the same location as Cosmo.

Dinosaur Aggro Deck

  • Squirrel Girl.
  • Ant-Man.
  • Nova.
  • Angela.
  • Carnage.
  • Cable.
  • Sentinel.
  • Bishop.
  • Deathlok.
  • Moon Girl.
  • Iron-Man.
  • Devil Dinosaur.

If you want your games to go a bit quicker, then aggressive approach is the best!

This deck relies on strong cheap cards that can be played early on, and then, once your hand is full again, you can use Moon Girl to duplicate all your cards and show your opponent that you still got some jam.

After duplicating your cards, play Devil Dinosaur, and all your cards in hand will have +2 Power, making things even worse for your opponent.

Namor Combo Deck

  • Elektra.
  • Ant-Man.
  • Nightcrawler.
  • Mantis.
  • Angela.
  • Cable.
  • Sentinel.
  • Mister Fantastic.
  • Namor.
  • Iron-Man.
  • Devil Dinosaur.
  • Klaw.

If you like decks that require a certain strategy, then this Namor combo list can be a lot of fun.

Namor is a card that wins games through sheer power while being the only card on a chosen location. That's why it's essential to buff it as much as possible, as well as protect it, before the match-up is over.

The most important card in the deck besides Namor is Klaw, which, if placed correctly, can give Namor +6 Power. But other cards like Mister Fantastic and Devil Dinosaur also play a huge role in this winning combo.

America Aggro Deck

  • Elektra.
  • Ant-Man.
  • Rocket Raccoon.
  • Nightcrawler.
  • Angela.
  • Medusa.
  • Sentinel.
  • The Punisher.
  • Mister Fantastic.
  • Kazar.
  • Iron-Man.
  • America Chavez.

This aggro deck has all the makings of a fast aggressive list, but with one important addition, which is America Chavez.

America is a late game card with lots of power, which is included in this straightforward deck to surprise your opponents. Usually, aggro decks quickly become empty-handed, and most of their creatures are small and cheap.

But after an assault of smaller creatures, playing America Chavez will be totally unexpected, adding +9 extra power to the board.

Nova Combo Deck

  • Elektra.
  • Ant-Man.
  • Nova.
  • Nightcrawler.
  • Angel.
  • Blade.
  • Scarlet Witch.
  • Wolfsbane.
  • Mister Fantastic.
  • Deathlok.
  • Strong Guy.
  • Kazar.

There are several combos included in this deck, but the central one is Nova/Deathlok, where you destroy Nova with Deathlok and thus buff all your other cards in play.

At the same time, Angel can fly out of your deck and replace Nova. If you're out of cards in your hand, then Strong Guy will have +6 Power.

Overall, cards in this deck synergize in one way or another, so you never stay out of the loop.

Squirrel Swarm Deck

  • Squirrel Girl.
  • Ant-Man.
  • Nightcrawler.
  • Mantis.
  • Sentinel.
  • Ironheart.
  • Wolfsbane.
  • Captain America.
  • Kazar.
  • Iron-Man.
  • Blue Marvel.
  • Gamora.

A swarm deck is the type of deck when one or more cards flood the board with tokens. In this case, after playing Squirrel Girl, your opponents will have to deal with squirrel tokens that occupy all vacant locations.

Your other cards are designed to buff those tokens and thus quickly swarm the board with cheap yet powerful creatures.

Another fun card that needs to be mentioned here is Mantis, which draws cards from your opponent's deck.

Those are the best started decks in Marvel Snap, and stay tuned for more.

Tower of Fantasy: How to Solve Ruin Stone Puzzles Sun, 23 Oct 2022 16:44:01 -0400 John Schutt

Almost 400 Black and Gold Nuclei are scattered across the Vera map in Tower of Fantasy, and getting your hands on some of them takes a little more puzzle-solving than you might expect. Even some of the Black Nuclei, usually the easier of the two to acquire, have an extra bit of brain-teasing, including the new Ruin Stone puzzles.

The Ruin Stones aren’t the hardest of the new puzzles in Vera, but they are very particular about how you solve them and require a bit of camera work and knowledge of perspective to activate correctly. We’ll cover how to do just that in this guide.

Solving Ruin Stone Puzzles

The first thing to keep in mind about the Ruin Stones is while the method for solving these puzzles is the same each time, the solution itself will change. Here’s the methodology.

  • Step one: Identify which side of the stones has the two halves of a symbol on it.
  • Step two: Align your character and camera so that the two halves come together perfectly to create the complete symbol.

That’s all there is to it, and it seems simple on paper, but in practice, it’s a bit trickier. Ruin Stone puzzles are all about your ability to judge perspective. In the example puzzle shown above, I had to stand some distance in front of the smaller stone, then pan my camera down even with the ground, and then align the two symbol halves, so they gave off a golden glow.

You don’t need to align everything perfectly, just nearly so. The closer you get to the proper alignment, the brighter the glow will be.

One of the best practices for solving a Ruin Stone puzzle is to start by standing a few meters ahead of the front symbol stone and see how close you can get to solving the stones.

Fiddle with your camera first and get the two halves as close to connected as possible, then start moving your character. Make larger adjustments first to get a handle on how the symbol comes together, then make smaller and smaller movements of both camera and character.

The instant you see the symbols start to glow, make only tiny changes to your character and camera’s positions, and the glow should appear in due time. If you’re having trouble getting the solution, you might need to reset yourself. Try a different starting position and camera angle, and start the process over again.

Without covering every Ruin Stone puzzle in Tower of Fantasy, that’s how you get the Nuclei from these little brain teasers. Check out our other guides on Vera, the Artificial Island, and the base game in our Tower of Fantasy guides hub

Tower of Fantasy: How to Get Rewards from Friendly Little Critters Sun, 23 Oct 2022 16:38:42 -0400 John Schutt

There might be plenty to despair about across the Vera region in Tower of Fantasy, but there are a few bright spots across the barren desert wasteland. One of them is the Friendly Little Critters scattered about, small rodent-like animals who just want to make you feel good.

They even award Nuclei for being nice to them. This guide will show you how to appropriately interact with the Friendly Little Critters and earn their favor.

Friendly Little Critter Rewards

When you come across any Friendly Little Critters throughout the Vera desert, they’ll greet you with a text bubble and a symbol. If you aren’t sure what the sign means, press the Use button on them to open a brief dialog box that describes what they want from you.

In short, the critters want you to use a specific emote at them, which both the symbol and the dialog point toward.

To emote, open the chat window and press the + symbol to the right of the text entry field. This opens your emote selection screen. From there, select the icon of two characters with their arms around each other’s shoulders. This opens the character emote selection screen, and thankfully there are only five to choose from, and which one you need to use is made fairly clear by the Critter.

For instance, seeing two hands with three hashes near them requires you to clap, with the hashes representing the sound the hands make when they come together. Their dialog will also mention something about seeing you excited or whatever emotion the emote conveys.

Once you provide the correct action, the Critter will clap excitedly, dig in the ground before it, and produce either a Black or Gold Nucleus.

There’s not much more to it than that. Do right by the Friendly Critters, and they’ll do right by you with a reward. We’ve got additional coverage of the Vera update, including how to use Old Vera Coins and solve Ruin Stone puzzles. Our Tower of Fantasy guides hub has much more.

Tower of Fantasy: How to Unlock Elemental Supply Pods Sun, 23 Oct 2022 16:35:09 -0400 John Schutt

Out on the desert sands of Vera in Tower of Fantasy, you’ll see strange technological devices jutting out of the landscape. They have a roughly cylindrical base with a shielded Supply Pod at their top. These structures are called Elemental Supply Pods, and they’re one of the easier puzzles to solve for Black and Gold Nuclei and Old Vera Coins. We’ll cover how to open them in this guide.

Unlocking Elemental Supply Pods Explained

The mechanics behind looting Elemental Supply Pods are very straightforward. When you first encounter one, look at the color of the shield around the Supply Pod. That will determine which element you’ll need to open it.

  • Purple is Volt.
  • Blue is Frost.
  • Red is Fire.
  • White is Physical.

Actually unlocking the shield takes a little more effort. There will be several smaller shielded orbs floating in the air around the central Pod, and you’ll need to destroy four of them to lower the shield around the Pod.

The pods tend to move up and down in a set pattern, so while you can technically melee them, using ranged weapons like Samir’s Dual EM Stars or Tsubasa’s Icewind Arrow make the task much easier.

You only need to hit each smaller orb once to pop it, so unless your aim is particularly poor, getting the first few out of the way is simple. The initial orbs are usually close to the central Pod, but depending on how much verticality you have around you, the final couple of orbs could be above or below you. Also consider that the third orb only appears once you destroy the second, and so on.

If you’re having trouble finding the next small orb, explore the immediate area around the Pod. It will never be more than a few meters in any direction, but sometimes it’s hiding in a dark corner or on a plateau you’ll need to do some platforming to reach.

When you’ve destroyed all the small orbs, a sound cue will play, and the shield around the Pod will shatter, allowing you access. You will of course need a Weapon of every element to unlock all of the Elemental Supply Pods on the map, but a few dozen Gold Nuclei pulls should take care of that issue.

The addition of Vera is a massive update to Tower of Fantasy, so there’s a lot to cover outside of Elemental Supply Pods, and we’ll be going over plenty more in the days to come. In the meantime, head over to our Tower of Fantasy guides hub for much more.

Tower of Fantasy: How to Loot Surveillance Guards Sun, 23 Oct 2022 16:31:32 -0400 John Schutt

Exploring the Vera desert in Tower of Fantasy always yields something interesting, and you’re liable to encounter a strange polyhedral device as you adventure. These are Loot Surveillance Guards, machines apparently designed to keep Nuclei out of the wrong hands.

Getting the loot from Surveillance Guards is relatively simple, but it takes quick reflexes and patience. This guide will cover everything you need to know about looting these odd machines.

Looting Surveillance Guards Explained

Unlike Elemental Supply Pods or Ruin Stone puzzles, taking your reward from a Loot Surveillance Guard is simple in principle: go up and take it. The wrinkle is the Guard will close around the Black or Gold Nucleus it protects as you approach it, locking you out of collecting your loot for about five seconds, provided you back off. If you stay next to the Guard, it will never reopen, and the two of you will be locked in a never-ending standoff.

To successfully loot Surveillance Guards, you need to stay far enough away from them long enough for them to open. Once they do, rush up to them and select the Cut Off option in about half a second. Doing so will lock the Guard into a temporary open state, allowing you to collect the Nucleus from them.

With such a short window, forcing the Guard to stay open can be difficult if you aren’t used to the timing. Thankfully, there’s no punishment for failure beyond needing to try again. Simply retreat from the Guard and wait five seconds or so for it to open back up, then rush in and try to hit the Cut Off prompt again.

If you give it a few tries and can’t nail the timing, note where the Guard is and come back later. It’s not going anywhere, and returning in a better headspace will probably make it easier to succeed.

There’s not much more to looting Surveillance Guards in Tower of Fantasy. It’s easy and straightforward, and the rewards are worth the minor frustration these machines can sometimes cause. For more on Tower of Fantasy, the Vera region, and the Artificial Island, check out our guides hub.

Tower of Fantasy: How to Spend Old Vera Coins Sat, 22 Oct 2022 15:43:04 -0400 John Schutt

With the new Vera planet released in the 2.0 update to Tower of Fantasy comes a whole new set of currencies. One of these, Old Vera Coins, replaces the standard Dark Crystals as rewards for opening Supply Pods of either type. Black Nucleus Supply Pod I now gives 20 Old Vera Coins, and Gold Nucleus Supply Pod II gives 50.

It's not clear, however, where you spend the coins. If you look at the item's description, it simply says you can use them in gachapon machines but doesn't indicate where you might find them. That's what this guide is all about: how you spend Old Vera Coins.

Where to Spend Old Vera Coins

Once you get to Vera, one of the first things you do is make your way to the floating city of Mirroria. While the majority of the city is off-limits early on, the gachapon machines are not. You'll find the machines in six locations, but only two of them have machines that accept Old Vera Coins. The remaining four locations only accept Mira, the other primary currency used in Mirroria.

The first Vera Coin gachapon machine is on the platform called Mirafleur Hall.

It's directly east of the taxi platform, up against the railing. To its left are some bushes and a white-haired beggar. There are two machines, and only the one on the right, glowing yellow, takes Old Vera Coins.

The second Vera Coin gachapon machine is on the platform south of Mirafleur Hall, labeled the Hazardous Materials Lab.

While technically reachable by following the bridges connecting the platforms, it's easier to get to the machine by taking the taxi there, then heading to the southeastern portion of the area. 

The blue-lit gachapon machine on the right takes Old Vera Coins.

Those are the only two places to spend your Old Vera Coins right now. A third exists in a section of Mirroria that you can access later in a playthrough, and we'll update the article when it becomes available.

Like a Standard or Limited banner, you can pull one or ten times for 50 or 500 Coins, respectively. The complete list of possible pulls is below.

Mirafleur Hall Gachapon Machine

Yellow Rarity

  • 1 Jerboa Chassis vehicle part (super rare).
  • 1 HOTTA Giftbox I with five Red Nuclei and 10 Gold Nuclei(super rare).
  • 1 Red Nucleus (5 available).
  • 1 Gold Nucleus (10 available).
  • 3 Spacetime Crystal Fragments (5 groups available).
  • 300 Dark Crystals (5 piles available).
  • 2 Booster Frame II (20 pairs available).

Purple Rarity

  • 2 Nano Coating II (40 pairs available).
  • 2 Spacetime Crystal Dust (10 pairs available).
  • 1 Booster Module II (40 available).
  • 1 Advancement Module II (8 available).
  • 2 Ultimate Warrior Otter gifts (20 pairs available).

Blue Rarity

  • 4 Universal Combat Parts II (25 sets available).
  • 2 Weapon Battery III (50 pairs available).
  • 3 Mirroria Toy Bricks gifts (20 sets available).
  • 1 pile of 8,000 gold (50 piles available).

Green Rarity

  • 20 Crystal Chunks (50 sets available).
Hazardous Materials Lab Gachapon Machine

Yellow Rarity

  • 1 Jerboa Power Core vehicle part (super rare).
  • 1 HOTTA Giftbox II with five Special Vouchers and 10 Proofs of Purchase (super rare).
  • 1 Special Voucher (5 available).
  • 1 Proof of Purchase (10 available).
  • 3 Spacetime Crystal Fragments (5 groups available).
  • 300 Dark Crystals (5 piles available).
  • 2 Nanofiber Frame II (20 pairs available).

Purple Rarity

  • 2 Acidproof Glaze II (40 teams available).
  • 2 Spacetime Crystal Dust (10 pairs available).
  • 1 Potent Omnium Crystal II (4 available).
  • 1 Potent Omnium Crystal (50 available).
  • 2 School Idol Albis gifts (20 pairs known).

Blue Rarity

  • 4 Universal Combat Parts II (25 sets available).
  • 2 Weapon Battery III (50 pairs available).
  • 3 Rabbit Throw Pillow gifts (20 sets available).
  • 1 pile of 8,000 gold (50 piles available).

Green Rarity

  • 20 Crystal Chunks (50 sets available).

Keep those two (later three) gachapon machine locations handy, as you'll be coming back at least a few dozen times. In the meantime, head over to our Tower of Fantasy guides hub for more on the base game and Artificial Island content.