MARVEL SNAP Augment Database
Draft mode augments

Afterimage
When this moves, add an unmodified copy to the old location.

Amplify
This card's Ongoing effect applies an additional time.

Apex
Ongoing: If this is your only card here, double its Power.

Clone
Game Start: Shuffle a copy of this into your deck.

Deadlink
On Reveal: Horde +4. (Give your Zombie Horde that much Power.)

Encore
This card's On Reveal ability repeats.

Hot Pursuit
Costs 3 less if a card moved last turn.

Maneuverable
Moveable once.

Mentor
On Reveal: Add this card's Power to the top character of your deck.

Overcharge
On Reveal: If you're winning here next turn, +1 Energy.

Overload
At the start of each turn, +1 Energy if you are winning this location.

Overtime
This card's End of Turn ability repeats.

Quickdraw: Discount
Quickdraw: -2 Cost.

Quickdraw: Power
Quickdraw: +3 Power.

Rally
Ongoing: +1 Power for each of your other cards here.

Reality Warp
On Reveal: Replace this location with a new one.

Regeneration
When Discarded or Destroyed: Regenerate this with +2 Power at a random location.

Regroup
On Reveal: Return your lowest-Cost card here to hand to give it +3 Power.

Reinforce
When this is Empowered, gain an additional +1 Power. (if in hand, in deck, or in play)

Salvage
On Reveal: Destroy your lowest-Power other card here for +4 Power.

Sidekick
On Reveal: Add a random character to your hand. Give it -2 Cost.

Silence
Remove this card's text.

Slingshot
On Reveal: Give one of your other cards here +1 Power and move it to the right.

Superstar
Starts in your opening hand.

Tag In
When one of your cards is destroyed, this replaces it from your hand or deck.

Taunt
On Reveal: Your opponent must play their first card at this location next turn.

Unstoppable
Can be played anywhere. Can't be destroyed or have its Power reduced.

Wakandan Tech
On Reveal: Double this card's Power.
How augments work in MARVEL SNAP Draft
A Draft run starts from a three-card starter set and builds up to a twelve-card deck. Between matches you either add a new card or improve one you already have, and augments are the improvements that change what a card does rather than just its Cost or Power.
Where you get them
Augments arrive attached to a card offer, or as a decision between upgrades to a card already in your deck. A single card can carry more than one, so a mid-run pick can turn a filler body into the reason you win a location.
Which ones are worth taking
The strong picks are the ones your deck was already set up to use. Encore on a card with a real On Reveal beats a flat stat bump, and Hot Pursuit is dead weight unless something in your deck moves.