If you, like me John Walker, are still figuring your way through the underbelly. Marvel Snap, there’s a good chance there are cards you’ve been holding on to because they were working so well for you. However, you are now starting to lose it more often, wondering what went wrong. The answer is: kill your loved ones.
With the help of my colleague Zack Zwiezen — who’s been playing the game for a while — we’ve come up with a list of cards you’ll want to cut from your deck.
Now, let’s be clear: none of us are saying that these cards are completely useless, or that it’s always a bad idea to have them in your deck. Simply, these are the ones that felt so good initially that you might not be able to bring yourself to admit their weaknesses, preventing you from experimenting with more interesting combinations. Be brave, be brave, and let these kids go.
And remember you can always add them back later if you experiment too much and end up with a stinky deck! Anyway, let’s start cutting some cards!
As my box Has been broken before., Quicksilver was developer Second Dinner’s brilliant solution to completely remove the concept of mulligans from the deck-building card game. Guaranteeing a 1-cost card in your hand at the start of each game ensures that you can always play in the first round, every time, and immediately add 2 power to the board. Which felt important at first. Also, the more you play, the more you realize that being able to play in the first round is actually not that important.
Chances are, you’re not putting down a game-changing first turn. And by not actually playing in round one, you prevent other 1-cost cards like Elektra. You might even begrudgingly opt out of playing the 1 cost in your hand in Round 1, just so you can play two of them more wisely in Round 2. Again, for example, Electra!
And, as we’ll get down to, decks that choose more 1-cost cards tend to get weaker as you move up the ranks, meaning Quicksilver’s lack of more abilities makes him more vulnerable immediately. But it becomes more of a burden than an honor.
When you first stumble upon Uatu, he feels like a secret hack, a card that offers you special insights that aren’t yet available for anyone to discover. His ability to show you the characteristics of undisclosed locations feels like something that allows you to plan ahead and make psychological moves that your opponent cannot predict. And, to some extent, on some level, he does.
Plus, it won’t be nearly enough to justify Uatu taking up a valuable slot in your 12-card deck. The problem lies in the number of conditions that need to be true for it to actually be helpful. Rather obviously, you need the luck of drawing it as quickly as possible to make it work. Unless you get it in the first or second round, Uatu’s ability is pretty useless. Second, you need to play games with places where prior knowledge is actually in use.
Many locations have features where prior knowledge is of little value. Figuring out when it appears you’ll get a random card added to your hand, a random card drawn from it, or a 12 power card from either side… is very rare. This is important information for you. Yes, there are absolutely situations where this is great, where knowing every card will give 5+ power when played means you can load up and dominate where your opponent doesn’t. will But is this often enough for Uatu to remain an important card? Really, no.
This is a difficult one. But listen: there are better and more interesting ways to make a big accomplishment. Hulk is there from the start to give you the satisfaction of playing a ridiculous 12 power card on these pool 1 bots. But that’s baby food, and you’re ready for solids.
Certainly, there is nothing else in your deck that offers this much power. This is simple logic. But Hulk’s simplicity is a problem. Spending all your energy in round 6 on a card that does nothing but add a bunch of power means you’re missing out on a lot of fun big finishes. It doesn’t matter that Sheng Chi, available from Collection Level 222, lets him destroy all enemy cards in that space with 9 or more power.
But there are plenty of cards that do more interesting things in the final round, especially if you have a themed deck.. The trick is whether your Hulk is serving a specific purpose, or just because the number is big. But consider a card like this. Odin, which adds 8 power, but also refers to all On Reveal abilities of other cards in the slot. This means you can see White Tiger deploying another 7 power card in the second slot, bringing his total contribution to 15, as well as reactivating Gamora’s extra +5 power if The opponent plays cards there. This brings Gamora’s total to 17, even without taking into account the potential third card in the position, just playing Odin has increased our power by 20. ThatHulk.
You may be excited when you first receive this card. America is a 6 cost/9 power card that always appears on turn six, which is usually the last turn of most. Marvel Snap the game. And yes, it’s nice to know that a powerful 9 power card is definitely going to show up at the end of your match. But it also means she’s not hanging around in your hand, meaning she can’t quickly buff or randomly cast on the field. Depending on the deck you are running this may or may not be a problem. If your entire deck is built. In the end it appears around, it is a thing. But consider the options carefully.
While Adding 9 power at the end of a match can be useful, you’ll quickly run into games as you rank up where 9-power just isn’t enough to win a zone or shut something down. Sometimes, you also want to trick your opponent into thinking you’re going to play a big card, only to make a more modest play on a zone that you can win with fewer numbers without incurring Shang’s wrath. . And unlike Hulk who is very strong, America is only kind of strong. In certain decks built around buffing, she can work, but there are better 6 and even 5 cost cards to replace instead.
Let’s toss it in here too, while we’re talking about America Chavez and Quicksilver. Like these cards, dominoes have a unique ability that means they are guaranteed to be in your hand on turn two. And as a 2-cost/3-power, she seems useful as a follow-up to Quicksilver on turn one. And for starters, you can definitely win with dominoes. But eventually, you will need to control these cards.
It’s hard, I know, but giving them up means you give up the consistency of always knowing what’s happening on turns one, two, and six, in your little 12-card deck. Three slots are also being given to characters that have no other. Purpose They do not promote, move, kill, destroy or do any such useful work. Again, in certain decks, these cards can be useful. But there are many better cards that you can use instead of Domino, Quicksilver and America. Say goodbye to consistency and hello to chaos. This Marvel Snap way to
Mantis, like the other Guardians of the Galaxy-Relevant characters have the ability to reveal which is revealed when your opponent plays a card on the turn it is played. But unlike Gamora, Star Lord, or Rocket, Mantis doesn’t gain power instead of drawing cards from the opposing player’s deck. It’s fun and chaotic, which we support! suddenly It’s more fun when things are harder and wilder to predict. But it quickly becomes much less useful in most situations, unless you’re running a deck that predicts collecting as many cards as possible. For example, a Demon Dinosaur deck might use Mantis early on. But otherwise, if it is not a deliberate choice, it may not be useful to you.
So many times people play Mantis, get a card, and then never use that card because it doesn’t match the synergy of their deck. And that is if your opponent plays a card that turns. And You guess the location correctly. If you don’t, Mantis is a crappy 1-cost/2-power paperweight just begging to be killed by Elektra or worse, you’re left with no way to remove it. , carrying valuable property. So, yes, Mantis ate. And if you’re yelling “Well, that’s part of my zoo deck!” Now, here’s more bad news…
The “Zoo Deck” was definitely one of the most popular meta decks. suddenlyin its early days, but given Killmonger’s more common addition to players’ decks, it’s now proving a liability.
Zoo decks are a name given by the community to decks that contain many low-cost cards, especially 1-cost cards, often featuring animal art. (Often not enough to justify the name, but that’s the name they got anyway.) Lawyers celebrate. That they allow you to play multiple cards in later rounds, surprising players who rely on 5 and 6 cost heavy cards, like some kind of rogue rogue between the legs of an angry giant. Except because of Killmonger, they’re pretty much useless.
Killmonger seems to be an incredible OP card, although it can only be picked up by players who have reached collection level 462. At only 3 cost, with 3 power, this is a card that can be played beyond Round 3, and devastatingly removes every 1 cost card from the board. Yours and theirs. And people in Pool 2 Seeing it and reporting it. Showing a lot. The effects are brutal.. Oh, and Zoo Decks can also be badly beaten by Scorpion, which drains the attack power of all cards in your hand by one, which can easily cost you in a close matchup. When most 1 cost cards have low power. So yes, zoo decks are fun…but not worth it later.