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The 5 Best Decks in Marvel Snap, Ranked

Players jumping into Marvel Snap for the first time have their work cut out for them. Working your way up to Infinity Rank can be quite the challenge, especially with the unpredictability of card drops in higher Collection Levels. However, there are a lot of great cards available with some of the best being the Season Pass cards from the past few seasons that players can take advantage of to create powerful deck combos. To help you navigate the pool of players you’ll be competing against, we’re breaking down the best decks in Marvel Snap, including which cards you’ll need along with some tips for how to play them.

Best Decks in Marvel Snap, Ranked from Helpful to Heroic

Let’s dive right into our list of the best decks in Marvel Snap, ranked.

5/5

Discard Aggro Deck

Best Decks in Marvel Snap, Ranked
Image: Second Dinner Studios, Nuverse via HGG / Drew Swanson

This deck focuses on the discard deck archetype which benefits from cards that power-up upon being discarded or can be brought back through the ability of others.

Card List

Sunspot
1-Cost/1-Power
Blade
1-Cost/3-Power
Morbius
2-Cost/0-Power
Wolverine
2-Cost/2-Power
Swarm
2-Cost/3Power
Colleen Wing
2-Cost/4-Power
Lady Sif
3-Cost/4-Power
Sword Master
3-Cost/6-Power
Ghost Rider
4-Cost/3-Power
MODOK
5-Cost/8-Power
Hela
6-Cost/6-Power
Apocalypse
6-Cost/8-Power

Strategy

There are two broad categories of cards in this deck: ones that have the ability to discard cards and ones that benefit from being discarded. Blade, Colleen Wing, Lady Sif, Sword Master and MODOK all fall into the first category. Luckily, most of these cards have fairly low costs, meaning they can be played early in the game. While Blade and Sword Master discard cards randomly, Colleen Wing and Lady Sif can be used to discard specific low-Cost or high-Cost cards respectively. MODOK discards all cards in the player’s hand, which can be very powerful depending on the situation. 

Cards that Benefit from Being Discarded

Cards like Swarm, Wolverine, and Apocalypse are cards that should be targeted for discarding. When Swarm is discarded, it’s replaced by two copies with 0-Cost each. Wolverine gets played at a random location with +2 Power whenever it’s discarded or destroyed. Apocalypse is the big one, returning to the player’s hand with +4 power each time it’s discarded. With an already high Power of 8, Apocalypse can be quite scary once it’s been discarded. While not a card to be discarded directly, Morbius benefits from other cards being discarded as it gains +2 Power for each one discarded during the match. This includes cards like Swarm and Apocalypse who return to the player’s hand after being discarded.

Bring Discarded Cards Back to the Field

Hela and Ghost Rider are two important cards to this deck as they both have abilities that let them bring back cards that have been discarded to the field. A great but hard to pull off move is to play MODOK on turn five to discard your entire hand, then hope you draw Hela on turn six so her ability can bring back all discarded cards and flood the field on the final turn. Sunspot doesn’t benefit from discarding in any way, but is useful for turns where you have nothing to play because he gains +1 Power for each unspent Energy at the end of your turn.

4/5

Wong On Reveal Deck

Best Decks in Marvel Snap, Ranked
Image: Second Dinner Studios, Nuverse via HGG / Drew Swanson

This deck will mostly be composed of cards with On Reveal abilities to take advantage of Wong’s Ongoing ability to activate On Reveal abilities of cards played at the same location twice.

Card List

Iceman
1-Cost/2-Power
Ebony Maw
1-Cost/7-Power
Psylocke
2-Cost/1-Power
Scorpion
2-Cost/2-Power
Ironheart
3-Cost/0-Power
Wolfsbane
3-Cost/1-Power
Storm
3-Cost/2-Powe
Wong
4-Cost/2-Power
White Tiger
5-Cost/1-Power
Black Panther
5-Cost/4-Power
Doctor Doom
6-Cost/5-Power
Odin
6-Cost/8-Power

Strategy

The main goal of this deck is ensuring you can play Wong on turn four and then use cards with On Reveal abilities to take advantage of his ability to activate them twice for double the effect. Low-cost cards like Iceman and Ebony Maw are great in the early game since they allow for some easy field control while awaiting Wong. Ebony Maw should be used situationally since its ability prevents you from playing other cards in the same location. Other low cost cards like Psylocke and Scorpion can be played early or saved for after Wong has been played to get double the bonuses from their abilities.

Use Wong to Double On Reveal Effects

Once Wong has been played, the core strategy of this deck can really begin. If Psylocke was played on turn two, players might have enough energy to play Wong on turn three. Otherwise, Wong will have to wait until turn four. Afterwards, the cards you should play in Wong’s location largely depend on what’s available in your hand and how the rest of the field is set up. A great general strategy is to play White Tiger on turn five to get two Tigers at random locations. Playing Odin on turn six will get this ability to activate twice again, netting you two more Tigers. Doctor Doom on turn six can similarly help flood the field with two sets of DoomBots at each other location.

Make the Final Turn Count

Ironheart on turn five can also be incredibly powerful if there are enough other cards on your field to take advantage of her +2 Power boost to 3 random cards. Playing Odin the next turn to get two more rounds of +2 Power to your cards can quickly make even the weaker cards dangerous. Black Panther can also reach crazy Power levels, doubling his Power twice on first reveal, then two more times after Odin is played. Wolfsbane works similarly, especially the more cards there are at a location. Finally, Storm doesn’t benefit from two times the On Reveal effects, but is used mostly to control the field. She can flood a location to prevent opponents from playing there while cards like White Tiger and Doctor Doom can help you still get some cards at that location.

3/5

Silver Surfer Control Deck

Best Decks in Marvel Snap, Ranked
Image: Second Dinner Studios, Nuverse via HGG / Drew Swanson

The heart of this deck is the Silver Surfer, who can give 3-Cost cards a huge boost and turn the tide of a match.

Card List

Forge
2-Cost/1-Power
Silver Surfer
3-Cost/0-Power
Bishop
3-Cost/1-Power
Rogue
3-Cost/1-Power
Wolfsbane
3-Cost/1-Power
Brood
3-Cost/2-Power
Mister Fantastic
3-Cost/2-Power
Storm
3-Cost/2-Power
Cosmo
3-Cost/3-Power
Juggernaut
3-Cost/3-Power
Maximus
3-Cost/7-Power
Sera
5-Cost/4-Power

Strategy

While this deck is mostly made up of low-power 3-Cost cards, it excels at getting them onto the field and then boosting their Power with Silver Surfer. Although turn one will have to be skipped, playing Forge on turn two is a great way to set up a variety of cards on turn 3 since they will gain +2 Power. Playing Bishop sooner rather than later is ideal to take advantage of his ability to gain +1 Power each time you play a card. Another good combo is Brood followed by Wolfsbane to get three cards at a location at once, then powering up Wolfsbane by playing them as the fourth card in that location.

Helpful 3-Cost Cards

Mister Fantastic offers an all-around useful benefit when played in the middle location as he will give +2 Power to the locations next to him. Maximus has the downside of giving your opponent two cards from their deck, but his Power outweighs this cost. Sera isn’t a 3-Cost card, but can be very helpful in getting more of them on the field by lowering the Cost of cards in your hand by one.

Disrupt Your Opponent’s Strategy

Another important part of this deck is disrupting your opponent’s strategy. Rogue may seem weak, but can crush an opposing player’s Wong strategy by stealing his Ongoing ability. Storm can again be used to prevent opponents from playing at a certain location. Juggernaut can move an opponent’s cards to unfavorable locations if you’re able to anticipate their moves. Cosmo can also shut down opponents relying on On Reveal effects. The Silver Surfer should be played on the final turn to maximize the number of cards that will benefit from its effect.

2/5

Devil Dinosaur Control Deck

Best Decks in Marvel Snap, Ranked
Image: Second Dinner Studios, Nuverse via HGG / Drew Swanson

This can be a fearsome deck for opponents since it can be difficult to account for all the ways this deck can control the field, while also stopping the high Power ceiling of Devil Dinosaur.

Card List

Agent 13
1-Cost/2-Power
Sentinel
2-Cost/3-Power
Daredevil
2-Cost/2-Power
Scarlet Witch
2-Cost/3-Power
Maximus
3-Cost/7-Power
Cosmo
3-Cost/3-Power
White Queen
4-Cost/6-Power
Moon Girl
4-Cost/4-Power
Aero
5-Cost/7-Power
Devil Dinosaur
5-Cost/3-Power
Professor X
5-Cost/3-Power

Leader
6-Cost/7-Power

Strategy

The goal of this deck is to maximize the number of cards in your hand since Devil Dinosaur gets +2 Power for each one. As such cards like Agent 13 and Sentinel are easy ways to get low-cost cards on the field with the added bonus of adding an additional card to your hand. White Queen and Moon Girl are a bit higher-cost, but also great for adding cards to your hand. Moon Girl is especially powerful since her ability doubles the cards in your hand. 

Lock Down Locations

The rest of the deck revolves around locking down locations to protect Devil Dinosaur once it’s played. Daredevil is useful for scouting an opponent’s movements since it lets you see what they do on turn five before you get to play. Maximus is a fairly low-cost card with a high Power level that is great for gaining an early advantage at a location. Cosmo is once again useful here for disrupting an opponent’s strategy, as is Aero since she can move the cards just played by an opponent to an unfavorable location.

Finish the Match Strong

Professor X and Leader are great for sealing the win in the final turns. Professor X can lock down a location so no cards can be added or removed. Leader is also fantastic since he can copy the cards played by an opponent at the location to his right but on your side. Combine these two with Devil Dinosaur, and it can be hard for your opponent to predict your strategy.

1/5

Shuri Power Deck

Best Decks in Marvel Snap, Ranked
Image: Second Dinner Studios, Nuverse via HGG / Drew Swanson

This deck relies on making some of the game’s most powerful cards even more powerful to overwhelm opponents.

Card List

Zero
1-Cost/3-Power
Titania
1-Cost/5-Power
Ebony Maw
1-Cost/7-Power
Lizard
2-Cost/5-Power
Sauron
3-Cost/3-Power
Maximus
3-Cost/7-Power
Shuri
4-Cost/2-Power
Typhoid Mary
4-Cost/10-Power
Taskmaster
5-Cost/0-Power
Aero
5-Cost/7-Power
Red Skull
5-Cost/15-Power
Arnim Zola
6-Cost/0-Power

Strategy

Shuri is the core of this deck since her On Reveal ability doubles the Power of the next card you play. To reap the full benefit of this ability, including high-powered cards like Typhoid Mary and Red Skull is a necessity. However, cards with such high Power often have adverse abilities to balance them out. That’s why cards like Zero and Sauron are necessary, as they can remove these problematic abilities from cards if played carefully.

Watch for Negative Abilities

Titania and Ebony Maw, for example, are both low-cost/high-power cards but come with unfavorable abilities. That’s why playing cards like Zero or Sauron before them can be greatly beneficial. Lizard and Maximus are also fairly low-cost cards with high Power, but their abilities aren’t as negative as others. Aero is a high-power card with an ability that can help in disrupting an opponent’s strategy.

Double Power at the End

Taskmaster and Arnim Zola are both high-cost cards with 0-Power who should be played after Shuri has had the chance to double the Power of a card like Red Skull or Typhoid Mary. Taskmaster is great because it copies the Power of the last card played. Arnim Zola will destroy a random friendly card at the location it’s played, but adds copies of that card to other locations. Both of these abilities can be used to quickly overwhelm opponents with powerful cards.

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