
Is There a Booster Priority System in Marvel Snap? A Large-Scale Experiment
Table of Contents
Since Beta, the system for obtaining card Boosters has received a number of changes. Previously, at the end of the match, cards of common rarity (with a gray border) received boosters with a very high probability, and cards of uncommon rarity (with a green border) had an increased chance of receiving boosters.
According to the developers, starting November 3, 2022, boosters earned at the end of a match are more likely to be obtained by cards with less than 20 boosters. This change was intended to ensure that the players would not stop upgrading their favorite cards.
Boosters earned after a match will now favor cards with less than 20 owned Boosters.
Marvel Snap November 3, 2022 Patch Notes – Version 8.7.1

However, in the official Marvel Snap Discord, players often ask if the system really works this way. My personal observations indicated that the system for obtaining boosters does not work as claimed. So I decided to test this system and find out how boosters are actually distributed at the end of the match.
Experimental Evironment
First, we need to define the conditions of the experiment. I picked 12 cards and divided them into 10 categories with various in-game parameters.
№ | Short parameter name | Parameter description |
---|---|---|
1 | Standard (1) | A card with a few splits, boosters amount ranging from 30 to 60 and infinite rarity |
2 | Standard (2) | A card with a few splits, boosters amount ranging from 30 to 60 and infinite rarity |
3 | Standard (3) | A card with a few splits, boosters amount ranging from 30 to 60 and infinite rarity |
4 | Golden | A standard type card with golden foil |
5 | B&W | Standard type card with B&W foil |
6 | Too many boosters | A card with a few splits, more than 1500 boosters and infinite rarity |
7 | Too many splits | A card with more than 10 splits, more than 100 boosters and infinite rarity |
8 | Incomplete splits | A standard type card that has more than 3 incomplete splits in the collection |
9 | Grey border | A common rarity card with one split and more than 50 boosters |
10 | Green border and never splitted | An uncommon rarity card with zero splits and more than 50 boosters |
11 | Few boosters and green border | A card with boosters amount ranging from 0 to 19 and common rarity |
12 | Few boosters and infinite border | A card with boosters amount ranging from 0 to 19 and infinite rarity |
I built a deck with 12 cards that matched the above parameters and over the course of the experiment regularly updated them to maintain a low number of boosters for the cards from categories number 11 and 12.
Then I played 1000 games and recorded every time any card received boosters. From the data received, I created an Excel spreadsheet with all the necessary calculations.
Possible Outcomes
Before moving on to the results, I would like to outline the main expected and potential outcomes of the experiment and the conclusions that could be drawn based on it.
- 1The number of boosters received by low rarity cards (numbered 9, 10, 11) is significantly higher than the others. This would mean that the second dinner didn’t really change the booster system.
- Cards with less than 20 boosters (numbered 11 and 12) received more boosters than the rest. This result would mean that the system works as claimed.
- All cards have received roughly the same number of boosters, which would mean that there is no booster priority system at all.
Experiment Results
The chart below is showing the distribution of boosters, sorted by frequency. Each column shows the number of boosters received by each card (category numbers are listed at the bottom of the chart).

As you can see from the graph, the boosters are distributed quite evenly, there are no clear favorites. And I could not find any distribution patterns for the parameters used.
In addition, here is another chart showing the number of boosters received by each card, expressed as a percentage and sorted by card numbers. The vertical line shows the average percentage, which is equal to 1/12 or about 8.3%. As you can see, the values do not deviate much from the average.

What Have We Learned?
Apparently, there is no booster priority system. The data show a uniform distribution of boosters even with the sample size of 1000 games. Also, the highest and lowest values during the experiment were constantly changing and have not remained static. Which means that the visible peaks on the charts are just a margin of error, but not a pattern.
It is also worth noting that recently Ben Broad, in response to a question in discord, gave some new information about boosters. He mentioned that there is actually a targeting for cards for which you have a very small amount of total boosters (all-time). It is not entirely clear what was meant.

Nevertheless, considering all of the above and taking into account my personal experience of getting boosters for the cards that I just received, I would assume that only the first dozen or two boosters that you get for the newly acquired card will be given priority over other cards.
In this case after reaching this hidden value (around 10-20 boosters), the priority rule for this card stops working forever and the process of obtaining boosters becomes completely random. Therefore, if you want to get boosters for a specific card, there will be no point in changing the quality of that card in the deck or upgrading it further.
I want to note that the above is only an assumption. It is quite possible that the system actually works very differently. But without additional information from the developers, it is difficult to draw any other conclusion that would describe observation results and data obtained.
But objectively speaking, considering only the data obtained during the experiment, getting boosters is purely random.
Conclusion
Thus, as of today, getting boosters is random (maybe except for getting the first few boosters), at least until the Second Dinner changes the present system so that the boosters can be received in a more predictable way.
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7 Comments
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Thank you for doing the painstaking due diligence and crunching these numbers for us! 👏
Shame it doesn’t seem to prioritize “<= 20 CURRENT boosters", which was my initial assumption when hearing about the booster changes.
Also unfortunate that "booster magnets" seem quite low on their priority list, so I imagine that farming boosters for specific cards will continue to be a painful RNGfest slog for the foreseeable future.
This is unfortunate it doesn’t work as described in the patch notes.
That is a really impressive amount of work done and very convincing that there is no booster priority system at all except to help get the first few boosters for a new grey card.
I take Ben’s comment to mean cards that haven’t ever received boosters, like new cards. I’d you’re running 11-12 with variants and already received those, I wouldn’t expect a change.
I’m mid pool 3 and often a lot a new pull into a deck to farm boosters, and would have bet confidently that they get them quickly (1-3 games). I could be wrong. But perhaps that’s the weird logic and Pool3-completes can’t see it.
Yesterday I created a deck called “Level Up” which contained all cards that were common rarity with less than 5 boosters and were never split (the first copy that I had). I had 6 of those cards in the deck, and other 6 with a large amount of boosters and that were already split (although with rare border rather than infinity). My intent was to get 5 boosters for each of those 6 cards so I could upgrade them to uncommon since this is the best value upgrade regarding credits.
Interestingly enough, the first game that I played rewarded me with boosters for one of those 6 common cards. I upgraded it and removed it from the deck, replacing it with a better card that was already split. I thought I was lucky and played another game. Same thing happened, I got boosters for one of the 5 common cards. Then I replaced it and same thing happened again and again, until all the cards were at least uncommon rarity.
Maybe I just got lucky, but I definitely got a feeling that common cards with less than 5 boosters had a priority. You didn’t test those, right?
No, I haven’t tested the combination of the common quality parameter and a small number of boosters at the same time. Individually, these categories didn’t give any priority. Maybe in your case it’s because the card didn’t get a specific number boosters (all-time) and therefore the priority was kept for such cards.
I have played over a dozen games with a deck that literally has 11 cards at infinite and 1 card at standard and not once have I gotten boosters for the one standard card. We need a “booster magnet”