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  • Viv Vision - Card Preview

Viv Vision - Card Preview

August 31, 2025

Vivvy is coming to Snap!

Viv Vision
Viv Vision
At the start of each turn, give all cards in your hand +1 Power if you’re winning here. Otherwise, move this to another location.

Viv Vision is a typical teenage girl. She likes to hang out with friends, is concerned with what her peers think about her, and is a synthezoid with superpowers and a hyper-efficient computerized brain that was created by her father in a desperate attempt to become more human. Okay, so she's not entirely typical, but she doesn't live only in the superhero world of her father either. In Snap, Viv is similarly split. She is both a move card and a buff card.

Screenshot_20250830-225542


Buff Synergy

How much additional power can you expect from Viv? If you play her out on turn 3 and you can win her lane at the beginning of both 4 and 5, you'll end up with +2 to your hand. Assuming you play 3 or 4 buffed cards out that would mean Viv will often account for 6-8 extra power. Along with the 2 Power of her own, Viv can effectively be a 3/10 quite often. Of course, you won't always win her lane and get a buff, but we can also boost those numbers by playing cards that amplify the effect of her buffs.

Clea
Clea
When this is Empowered, add Flames of the Faltine to your hand. (if in hand or in play)
Mysterio
Mysterio
On Reveal: Add an Illusion to another location. Activate: Swap Power with it.
Mister Sinister
Mister Sinister
On Reveal: Add a Sinister Clone here with the same Power.
Brood
Brood
On Reveal: Add 2 Broodlings here with the same Power.
Sebastian Shaw
Sebastian Shaw
When this is Empowered, gain an additional +2 Power. (if in hand, in deck, or in play)


Move Synergy

Viv moves when she doesn't grant any buffs, so she has a bit of a complicated relationship to the Move archetype. How much do you actually want her to move? In many ways, moving is her failstate. The initially datamined version of Viv that moved at the end of the turn was likely far too strong, but the shift to start of turn changes the complexion of the card and how you want to take advantage of it. Still, cards like Kraven, Sparky, and Miles Morales will still have a place alongside Viv. You're not going to hit your ideal play lines every time, so it's important to have ways to extract value in any scenario.

Ghost-Spider
Ghost-Spider
On Reveal: The last card you played moves here.
Batroc the Leaper
Batroc the Leaper
When a card moves, follow it to gain +2 Power. (once per turn)
Kraven
Kraven
When a card moves here, this gains +2 Power.
Sparky
Sparky
Activate: Give your card that last moved +2 Power and move it back to its previous location.
Miles Morales Spider-Man
Miles Morales Spider-Man
If a card moved last turn, this costs 1.
Hydra Stomper
Hydra Stomper
Ongoing: +1 Power for each time one of your cards moved this game.


Winning Synergy

We want Viv to win her lane as often as possible, so that means playing her alongside good rate cards and in packages that reward getting ahead. Her 2 Power makes his a little tricky, and she'll work best in decks that play high value 1 drops to get some runway out ahead of her.

Hydra Bob
Hydra Bob
End of Turn: This moves if a player Snapped.
Black Cat
Black Cat
End of Turn: Discard this from your hand.
Iron Patriot
Iron Patriot
On Reveal: Add a random -Cost or more card to your hand. If you’re winning here after next turn, give it Cost.
Lizard
Lizard
Ongoing: -4 Power if your opponent has 4 cards here.
Rocket and Groot
Rocket and Groot
Moveable once. After your opponent plays a card here, steal 1 Power from it.
Negasonic Teenage Warhead
Negasonic Teenage Warhead
After an enemy character is played here, destroy it. (once per game)
Gladiator
Gladiator
On Reveal: Add a card from your opponent's deck to their side of this location. If it has less Power, destroy it.
Crossbones
Crossbones
You can only play this at locations where you are winning.
Galactus First Steps
Galactus First Steps
My Herald is the next character I see you play. End of Turn: +2 Power if you're winning my Herald's location. (if in hand or in play)


Scosco's Day One Viv Vision Decks

Viv Buff

Gwenpool
Mister Sinister
Mysterio
Brood
Forge
America Chavez
Shang-Chi
Viv Vision
Zabu
Iron Lad
Sebastian Shaw
Grand Master

Stompy Viv

Ghost-Spider
Kraven
Miles Morales Spider-Man
Silk
Viv Vision
Cannonball
Sam Wilson Captain America
Batroc the Leaper
Hydra Stomper
Hellion
Mercury
Sparky

Viv Value

Juggernaut
Lizard
Makkari
Negasonic Teenage Warhead
Rocket Raccoon
Black Cat
Enchantress
Star-Lord
Viv Vision
Hydra Bob
Iron Patriot
Cosmic Ghost Rider

SilViver

Gwenpool
Red Guardian
Brood
Forge
America Chavez
Silver Surfer
Viv Vision
Gladiator
Sebastian Shaw
Surge
Mister Fantastic First Steps
Silver Surfer First Steps

Vivid Women

Hit-Monkey
Juggernaut
Kitty Pryde
Mysterio
Elsa Bloodstone
Angela
Silk
Viv Vision
Hope Summers
Sasquatch
Hydra Bob
Surge


Variants

Screenshot_20250830-225446


Snap is doing something a little different this season. Instead of unrelated variants for the new cards, this season's Series 5 cards are each getting a cycle of “cyberpunk” variants based on a futuristic reimagining of the character. There are four we are getting for Viv, where she's got a cool hooded vest.

Viv Vision
Cyberpunk
Viv Vision
Chibi Cyberpunk
Viv Vision
Dan Hipp Cyberpunk
Viv Vision
Anime Cyberpunk


Final Thoughts

Screenshot_20250830-140649


Viv Vision is a strong card, but not as overwhelming as her initially datamined version or some past Season Pass cards. She is powerful and flexible with enough interesting hooks to different synergies that she is going to be a fun card to build with that will have an impact on the metagame. At her core, she is a raw points card and can help out decks that need a point boost. As always, the season pass is the highest value purchase available in the game, even if you never play a game with the card. You're going to want to play and build with Viv.

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