Ever since MARVEL SNAP entered the digital card game arena in Early Access, it has been making waves. If you’re a newbie seeking to conquer the game or a seasoned player aiming to refine your strategies, you’ve come to the right place.
With the diversity of cards available, creating the perfect deck can be daunting. But fret not! This article will guide you through some of the best MARVEL SNAP decks build to ensure you have an edge over your adversaries.
Deck Building Essentials
Before diving into the specific builds, let’s go over some basic guidelines for constructing your MARVEL SNAP deck:
- Deck Size: Each deck should have precisely 12 cards.
- Energy Costs: Cards have energy costs ranging from 1 to 6. An exception is the Death card, which starts at 8 but can be adjusted to 1-6.
- Variants: Each SNAP deck can have only one variant of a card. So, you can’t have two Miles Morales Spider-Man cards, but you can mix other Spider-People.
- Acquisition: After the base set, most cards come randomly as your collection level increases. Some decks are built around specific characters, so ensure you have the vital cards before using such decks.
- Deck Code: Each deck has a unique code for easy export/import.
The Best MARVEL SNAP Deck Builds
1. Move Deck
This deck primarily focuses on moving your cards across the board frequently. It is great for keeping your opponent on their toes.
Card | Ability | Strategy |
---|---|---|
Iron Fist | Shift the next card | Use Iron Fist’s ability to shift the next card in Turn 3. |
Nightcrawler | Teleport | Start with Nightcrawler in Turn 1. |
Yondu | Arrow attack | Use Yondu’s arrow attack in Turn 4. |
Kraven | Hunter’s instinct | Use Kraven in Turn 2. |
Multiple Man | Clone creation | Use Multiple Man’s clone creation in Turn 3. |
Cloak | Teleportation field | Use Cloak’s teleportation field in Turn 5. |
Doctor Strange | Mystic arts | Use Doctor Strange’s mystic arts in Turn 6. |
Vulture | Flight and talons | Use Vulture’s flight and talons in Turn 7. |
Hulkbuster | Super strength and durability | Use Hulkbuster’s super strength and durability in Turn 8. |
Miles Morales | Venom strike and invisibility | Use Miles Morales’ venom strike and invisibility in Turn 9. |
Vision | Density control and energy projection | Use Vision’s density control and energy projection in Turn 10. |
Heimdall | Allsight and swordsmanship | Use Heimdall’s allsight and swordsmanship in Turn 11. |
The strategy is to start with Nightcrawler, followed by Kraven in Turn 2. By Turn 3, use Iron Fist’s ability to shift the next card (like Multiple Man). In subsequent turns, use the abilities of other cards to gain an advantage over your opponent.
2. Autoplay Deck
Ideal for those times when you just want to sit back and let the gameplay itself.
Card | Ability | Strategy |
---|---|---|
Sunspot | Solar energy manipulation | Use Sunspot’s solar energy manipulation in Turn 1. |
Quicksilver | Superhuman speed | Use Quicksilver’s superhuman speed in Turn 2. |
Domino | Probability manipulation | Use Domino’s probability manipulation in Turn 3. |
Sentinel | Mutant hunting | Use Sentinel’s mutant hunting in Turn 4. |
Mysterio | Illusion creation | Use Mysterio’s illusion creation in Turn 5. |
Nakia | Vibranium weapons mastery | Use Nakia’s vibranium weapons mastery in Turn 6. |
Captain America | Superhuman strength and agility | Use Captain America’s superhuman strength and agility in Turn 7. |
Wave | Water manipulation and control | Use Wave’s water manipulation and control in Turn 8. |
Black Cat | Probability manipulation and bad luck inducement | Use Black Cat’s probability manipulation and bad luck inducement in Turn 9. |
Crossbones | Superhuman strength, agility, and endurance | Use Crossbones’ superhuman strength, agility, and endurance in Turn 10. |
Doctor Doom | Genius-level intellect, armor suit, and sorcery skills | Use Doctor Doom’s genius-level intellect, armor suit, and sorcery skills in Turn 11. |
Agatha Harkness | Reality warping, spellcasting, and astral projection | Let Agatha Harkness play your cards for you! |
The strategy is to let Agatha Harkness play your cards for you! Her reality warping, spellcasting, and astral projection abilities make her the perfect choice for multitasking.
3. Zoo Deck
Swamp your opponents with a barrage of low-cost cards.
Card | Ability | Strategy |
---|---|---|
Ant Man | Size manipulation | Use Ant Man’s size manipulation in Turn 1. |
Elektra | Superhuman agility and martial arts skills | Use Elektra’s superhuman agility and martial arts skills in Turn 2. |
Squirrel Girl | Summon squirrels | Use Squirrel Girl’s summon squirrels ability in Turn 3. |
Sunspot | Solar energy manipulation | Use Sunspot’s solar energy manipulation in Turn 4. |
Nightcrawler | Teleportation | Use Nightcrawler’s teleportation ability in Turn 5. |
Rocket Raccoon | Weapons expert and tactician | Use Rocket Raccoon’s weapons expertise and tactical skills in Turn 6. |
Blade | Superhuman strength, speed, and agility; expert swordsman | Use Blade’s superhuman strength, speed, and agility, as well as his swordsmanship, in Turn 7. |
Angela | Superhuman strength, speed, agility, and durability; expert combatant | Use Angela’s superhuman abilities and combat skills in Turn 8. |
Bishop | Energy absorption and redirection; expert marksman | Use Bishop’s energy absorption and redirection abilities, as well as his marksmanship, in Turn 9. |
Captain America | Superhuman strength, agility, and endurance; expert tactician and strategist | Use Captain America’s superhuman abilities, tactical skills, and strategic thinking in Turn 10. |
Ka-Zar | Superhuman strength, speed, agility, and senses; expert tracker and survivalist | Boost your 1-cost cards with Ka-Zar’s abilities in every turn. |
Blue Marvel | Superhuman strength, speed, durability, flight, energy projection; antimatter manipulation; expert scientist and engineer | Enhance the power of your cards with Blue Marvel’s abilities in every turn. |
The strategy is to use Ka-Zar to boost your 1-cost cards in every turn. In addition to that, enhance the power of your cards with Blue Marvel’s abilities in every turn. Use each card’s unique abilities to gain an advantage over your opponent.
4. Destroy/Discard Deck
Focus on card effects that capitalize on destroying or discarding.
Card | Ability | Strategy |
---|---|---|
Deadpool | Regeneration and superhuman strength | Use Deadpool’s regeneration and superhuman strength in Turn 1. |
Nova | Flight and energy projection | Use Nova’s flight and energy projection in Turn 2. |
Blade | Superhuman strength, speed, and agility; expert swordsman | Use Blade’s superhuman strength, speed, agility, and swordsmanship in Turn 3. |
Bucky Barnes | Superhuman strength, agility, and endurance; expert marksman | Use Bucky Barnes’ superhuman abilities and marksmanship in Turn 4. |
Carnage | Superhuman strength, speed, agility, and shapeshifting; symbiote abilities | Use Carnage’s superhuman abilities and symbiote powers in Turn 5. |
Armor | Psionic armor suit; force field generation | Use Armor’s psionic armor suit and force field generation in Turn 6. |
Swarm | Insect control; swarm creation | Use Swarm’s insect control and swarm creation in Turn 7. |
Wolverine | Superhuman strength, speed, agility, senses, and healing factor; adamantium claws | Use Wolverine’s superhuman abilities, senses, healing factor, and adamantium claws in Turn 8. |
Killmonger | Superhuman strength, speed, agility, endurance; expert combatant; vibranium suit | Use Killmonger’s superhuman abilities, combat skills, and vibranium suit in Turn 9. |
Lady Sif | Superhuman strength, speed, agility, endurance; expert swordsman; Asgardian physiology | Use Lady Sif’s superhuman abilities, swordsmanship skills, and Asgardian physiology in Turn 10. |
Deathlok | Cyborg enhancements; expert marksman; hacking skills | Use Deathlok’s cyborg enhancements, marksmanship skills, and hacking abilities in Turn 11. |
Apocalypse | Superhuman strength, durability, endurance; energy projection; molecular manipulation; telekinesis; shapeshifting; immortality | Amplify Apocalypse’s power by leveraging the destruction effects of Blade and Lady Sif. |
The strategy is to use Blade and Lady Sif to destroy your opponent’s cards while amplifying Apocalypse’s power. In subsequent turns, use each card’s unique abilities to gain an advantage over your opponent.
5. Steal Deck
Stealing opponent’s cards can be both fun and strategic.
Card | Ability | Strategy |
---|---|---|
Elektra | Superhuman agility and martial arts skills | Use Elektra’s superhuman agility and martial arts skills in Turn 1. |
Agent 13 | Expert combatant and tactician | Use Agent 13’s combat skills and tactical abilities in Turn 2. |
Mantis | Empathy, telepathy, and precognition; expert martial artist | Use Mantis’ empathy, telepathy, precognition, and martial arts skills in Turn 3 to steal cards from the opponent. |
Nova | Flight and energy projection | Use Nova’s flight and energy projection in Turn 4. |
The Collector | Power-boosting capabilities; expert knowledge of the universe’s artifacts | Use The Collector’s power-boosting capabilities early on in the game. |
Cable | Telekinesis, telepathy, and time travel; expert marksman | Use Cable’s telekinetic, telepathic, and time travel abilities, as well as his marksmanship skills, to steal cards from the opponent. |
Carnage | Superhuman strength, speed, agility, and shapeshifting; symbiote abilities | Use Carnage’s superhuman abilities and symbiote powers in Turn 6. |
Sentinel | Mutant hunting | Use Sentinel’s mutant hunting in Turn 7. |
Deathlok | Cyborg enhancements; expert marksman; hacking skills | Use Deathlok’s cyborg enhancements, marksmanship skills, and hacking abilities in Turn 8. |
Moon Girl | Superhuman intelligence; expert inventor; dinosaur companion (Devil Dinosaur) | Use Moon Girl’s intelligence, inventiveness, and Devil Dinosaur companion in Turn 9. |
Devil Dinosaur | Superhuman strength, durability, and senses; dinosaur physiology; Moon Girl’s companion | Use Devil Dinosaur’s superhuman abilities and dinosaur physiology to gain an advantage over your opponent. |
America Chavez | Superhuman strength, speed, agility, endurance; interdimensional travel; star-shaped portals creation | Use America Chavez’s superhuman abilities to gain an advantage over your opponent. |
The strategy is to use The Collector early on for its power-boosting capabilities. Mantis and Cable can help you steal cards from the opponent. In subsequent turns, use each card’s unique abilities to gain an advantage over your opponent.
6. Control Deck
Lock in your winning positions swiftly.
Card | Ability | Strategy |
---|---|---|
Iron Fist | Shift the next card | Use Iron Fist’s ability to shift the next card in Turn 1. |
Mantis | Empathy, telepathy, and precognition; expert martial artist | Use Mantis’ empathy, telepathy, precognition, and martial arts skills in Turn 2. |
Rocket Raccoon | Weapons expert and tactician | Use Rocket Raccoon’s weapons expertise and tactical skills in Turn 3. |
Angela | Superhuman strength, speed, agility, and durability; expert combatant | Use Angela’s superhuman abilities and combat skills in Turn 4. |
Okoye | Expert combatant and strategist; vibranium spear mastery | Use Okoye’s combat skills and strategic thinking in Turn 5. |
Star-Lord | Expert marksman and tactician; element gun mastery | Use Star-Lord’s marksmanship skills and tactical abilities in Turn 6. |
Storm | Weather manipulation; flight; expert thief | Use Storm’s weather manipulation, flight, and thievery skills to enhance your control over the game. |
Groot | Superhuman strength, durability, regeneration, and plant manipulation; limited vocabulary | Use Groot’s superhuman abilities to gain an advantage over your opponent. |
Jessica Jones | Superhuman strength, endurance, and durability; expert detective; immunity to mind control | Use Jessica Jones’ superhuman abilities and detective skills to gain an advantage over your opponent. |
Iron Man | Genius-level intellect; armored suit with weapons systems; flight; energy projection | Use Iron Man’s genius-level intellect and armored suit to gain an advantage over your opponent. |
Professor X | Telepathy; mind control; genius-level intellect; founder of X-Men | Use Professor X as your ace card to secure one location. |
Spider-Woman | Superhuman strength, speed, agility, endurance, and pheromone manipulation; flight; venom blasts | Use Spider-Woman’s superhuman abilities to gain an advantage over your opponent. |
The strategy is to use Professor X as your ace card to secure one location. Enhance your control over the game with Storm’s weather manipulation abilities and other supportive cards such as Okoye, Groot, Jessica Jones, Iron Man, etc.
7. On Reveal Deck
Trigger potent on-reveal effects to surprise your opponent.
Card | Ability | Strategy |
---|---|---|
Elektra | Superhuman agility and martial arts skills | Use Elektra’s superhuman agility and martial arts skills in Turn 1. |
Angel | Flight and healing factor | Use Angel’s flight and healing factor in Turn 2. |
Korg | Rock manipulation and durability | Use Korg’s rock manipulation and durability in Turn 3. |
Yondu | Arrow attack | Use Yondu’s arrow attack in Turn 4. |
Angela | Superhuman strength, speed, agility, and durability; expert combatant | Use Angela’s superhuman abilities and combat skills in Turn 5. |
Medusa | Prehensile hair; superhuman strength, durability, and endurance | Use Medusa’s prehensile hair and superhuman abilities in Turn 6. |
Star-Lord | Expert marksman and tactician; element gun mastery | Use Star-Lord’s marksmanship skills and tactical abilities in Turn 7. |
Ironheart | Genius-level intellect; armored suit with weapons systems; flight; energy projection | Use Ironheart’s genius-level intellect and armored suit to gain an advantage over your opponent. |
Wolfsbane | Lycanthropy; superhuman strength, speed, agility, senses, and healing factor; expert tracker; animal communication | Use Wolfsbane’s lycanthropy, superhuman abilities, tracking skills, and animal communication to gain an advantage over your opponent. |
White Tiger | Superhuman strength, speed, agility, endurance, senses, and martial arts skills; mystical amulet powers | Use White Tiger’s superhuman abilities, martial arts skills, and mystical amulet powers to gain an advantage over your opponent. |
Gamora | Superhuman strength, speed, agility, endurance; expert combatant; assassin training | Use Gamora’s superhuman abilities and combat skills to gain an advantage over your opponent. |
Odin | Superhuman strength, durability, endurance; energy projection; wisdom; All-Father of Asgardians | Odin is the star player here! His ability allows for double on-reveal effects in the chosen location. |
The strategy is to use Odin to secure one location by doubling on-reveal effects. In subsequent turns, use each card’s unique abilities to gain an advantage over your opponent.
8. Ongoing Deck
Maximize the potential of ongoing effects.
Card | Ability | Strategy |
---|---|---|
Ant-Man | Size manipulation | Use Ant-Man’s size manipulation in Turn 1. |
Nightcrawler | Teleportation | Use Nightcrawler’s teleportation ability in Turn 2. |
Medusa | Prehensile hair; superhuman strength, durability, and endurance | Use Medusa’s prehensile hair and superhuman abilities in Turn 3. |
Sentinel | Mutant hunting | Use Sentinel’s mutant hunting in Turn 4. |
Mister Fantastic | Superhuman elasticity and intelligence; expert inventor | Use Mister Fantastic’s elasticity, intelligence, and inventiveness in Turn 5. |
Punisher | Expert marksman and combatant; military training | Use Punisher’s marksmanship skills and combat abilities in Turn 6. |
Captain America | Superhuman strength, agility, and endurance; expert tactician and strategist | Use Captain America’s superhuman abilities, tactical skills, and strategic thinking in Turn 7. |
Namor | Superhuman strength, speed, agility, endurance, senses, and aquatic adaptation; flight; expert combatant; Atlantean royalty | Use Namor’s superhuman abilities, combat skills, and aquatic adaptation to gain an advantage over your opponent. |
Iron Man | Genius-level intellect; armored suit with weapons systems; flight; energy projection | Use Iron Man’s genius-level intellect and armored suit to double the total power of the location it’s placed in. |
Blue Marvel | Superhuman strength, speed, durability, flight, energy projection; antimatter manipulation; expert scientist and engineer | Use Blue Marvel’s superhuman abilities to gain an advantage over your opponent. |
Klaw | Sound manipulation; sonic constructs creation; vibranium arm prosthesis | Use Klaw’s sound manipulation and vibranium arm prosthesis to gain an advantage over your opponent. |
Spectrum | Energy absorption and projection; flight; expert combatant; former Air Force pilot | Use Spectrum’s energy absorption and projection abilities to gain an advantage over your opponent. |
The strategy is to use Iron Man to double the total power of the location it’s placed in. In subsequent turns, use each card’s unique abilities to gain an advantage over your opponent.
Wrapping Up
There are endless possibilities in MARVEL SNAP, and the decks provided above are just a starting point. Experiment with different cards and strategies to find what suits you best. As the game evolves, so will the meta. So, always keep an eye out for new card releases and stay adaptable. Happy Snapping!