Reviewed · Written by Snap Hub. Rules and event formats can change.
The regular ladder uses cubes to track progress toward Infinite. After Infinite, Snap Points decide your place on the Infinite leaderboard: the more you hold, the higher you rank. Snap Hub preserves the official top 1,000 and its history; it does not contain every player. The September 2026 update also introduced cubes toward Infinite on free limited-time event reward tracks.
September 2026 progression update ↗Face the same opponent over several rounds with a locked deck. Each player begins with 10 health; the stakes determine damage to the loser. Reduce the opponent to zero to win the battle. Conquest runs add ticket tiers and medals, so surviving the whole battle matters more than winning every round.
Conquest and Battle Mode ↗Challenge someone using a battle code. The health-based, multiple-round format is useful for practice and friendly competition. You learn the opponent’s deck as rounds continue, and snapping affects the battle’s health stakes.
Battle Mode format ↗The entries below describe known formats, not a live schedule. Availability, bans, missions, entry costs and rewards can change each time a mode returns. Read its in-game rules and event announcement before building a deck or spending event currency.
Official event announcements ↗A three-turn format with extra Energy from an Arc Reactor and no snapping. It rewards fast combinations and big plays rather than cube management.
High Voltage introduction ↗A four-turn remix with charged cards added to the deck. Playing charged cards powers a Reactor effect, changing what is possible each match. It is a distinct format from the original High Voltage.
Overdrive rules ↗Control locations to earn points over successive turns, racing to the target score. The Sanctum is worth extra points and moves each turn, so the lane worth fighting for changes as the game goes on. Event remixes can adjust the pace, so use the active event’s scoring display.
Sanctum Showdown introduction ↗Choose a Champion with a companion Skill and a themed deck. Prebuilt decks let players try the format without owning every card. The Champion and Skill begin in hand, opening lines of play that are different from Ranked.
Grand Arena introduction ↗A crossover combining Champion-led decks with Sanctum-style location scoring. Treat it as its own ruleset rather than assuming either original mode’s win conditions.
Grand Arena: Showdown rules ↗Wager Bubs in place of cubes. Table stakes and automatic increases change the risk of staying in a match. Regeneration, shops and reward tracks have changed between events; check the current version before playing.
Deadpool’s Diner introduction ↗Pick a team with a shared ability and mode-specific versions of core characters. A fixed core and customizable slots shape your deck. Team Clash card text can differ from the same character’s standard card.
Team Clash introduction ↗Build a deck from offered choices, then develop it between matches with additional cards, Augments or stat boosts. The introductory format starts with ten cards and aims for five wins before two losses. It tests adapting to the choices offered, rather than bringing a finished collection deck.
Draft introduction ↗