Time to drop some of your favorite cards from the Marvel Snap collection

The image shows a set of Marvel Snap cards including The Hulk and Mantis.

picture: Marvel / Second Supper / Kotaku

If you, like John Walker, are still absorbing your way through the lower levels of Marvel SnapThere’s a good chance there are cards to stick with because they’ve been working so well for you. However, now she’s starting to lose a lot, wondering what went wrong. Answer: Kill your dear ones.

With the help of my colleague Zack Zwiezen – who has been playing the game for some time now – we came up with a list of cards you might want to cut from your decks.

Now, let’s be clear: None of us say these cards are completely useless, or that keeping them in your collection is always a bad idea. They’re just the ones who got so complacent early on that you might not have been able to convince yourself of their weaknesses, and hold you back from trying more interesting combinations. Be bold, be brave, and let these kids go.

And remember, you can always add it back in later if you experiment too much and end up with a smelly surface! Anyway, let’s start cutting some cards!


An image showing the Marvel Snap Quicksilver card.

picture: Marvel / Second Supper / Kotaku

as such my box It had previously collapsedQuicksilver was the great solution for developers Second Dinner to completely remove the concept of mulligans from the deck building card game. Ensuring that you have a single charge card in your hand at the start of every game ensures that you can always play the first round, every time, and instantly add two powers to the board. Which, at first, felt energetic. Except, the more you play, the more you realize that being able to play in the first round isn’t actually that important.

Chances are, you won’t be putting anything game-changing on that first turn. And indeed by not playing in the first round, you are avoiding other cards of one cost such as Elektra. You can even obnoxiously opt out of playing a single cost you might have in the first round, just so you can play two of them more tactically in the second round. Again, for example, Elektra!

As we’ll get to below, decks choosing as many single-cost cards as possible will become increasingly weak as you rise through the ranks, which means Quicksilver’s lack of any additional abilities quickly makes it more of a burden than a blessing.


The image shows a Marvel Snap Utau card.

picture: Marvel / Second Supper / Kotaku

When you first find Uatu, it feels like a secret hack, a card that offers you a special insight not available to anyone yet. His ability to reveal the characteristics of undiscovered locations seems like something that allows you to plan ahead and make psychic moves that your opponent can’t predict. And to some extent, on some level, it kind of does.

Except that it won’t happen often enough to justify taking Uatu into a valuable slot in your deck of 12 cards. The problem is the number of conditions that must be suitable for it to actually prove beneficial. You obviously need to be lucky to draw it early enough to work. Unless you get it in the first or second round, Uatu’s ability is useless. Second, you should be playing a game with sites where prior knowledge is actually useful.

Lots of sites have properties where prior knowledge is of very little value. Discover that when it is revealed that a random card will be added to your hand, or a random card taken from it, or a 12-card card added to both sides… It’s very rare that this is vital information for you. Yes, there are absolutely wonderful conditions, knowing each card will have a 5+ power when playing there means that you can load up and take control of where your opponent might not know. But does this happen frequently enough for Uatu to still be a vital card? really no.

the structure

The image shows a Marvel Snap Hulk card.

picture: Marvel / Second Supper / Kotaku

this is difficult. But listen: there are better and more interesting ways to finish a big one. Hulk has been around from the start to give you that satisfaction when playing a silly 12-card card on the Pool 1 bots. But it’s baby food and you’re ready for the solids.

Surely, you don’t have anything else in your group that offers that much power. It’s simple logic. But Hulk’s simplicity is the issue. Using all of your energy in round 6 on a single card does nothing but add a bunch of energy means you lose out on more fun big finishes. Never mind that Shang-Chi, available from the Level 222 deck, can eliminate him by “destroying all enemy cards in that location that have 9 or more power.”

But there are many cards that do more interesting things in the last round. Like Odin, which adds 8 strength, but also restores all On Reveal abilities of other cards in the location. This means that you can see White Tiger putting another 7-power card in another position, bringing their total contribution to 15, while at the same time recreating Gamora’s extra +5 power if the opponent plays a card there. This brings Gamora up to a total of 17, even without taking into account the possibility of a third card in the position, just playing Odin increased our strength by 20. Take who – whichthe structure.

America Chavez

Image showing the Marvel Snap America Chavez card.

picture: Marvel / Second Supper / Kotaku

You might be excited when you first get this card. America is a 6-cost/9-power card that always appears on the sixth turn, which is usually the last turn most of the time Marvel Snap Toys. And yes, it is good to know that a powerful 9 energy card will definitely appear at the end of the match. But it also means that it doesn’t hang around in your hand, which means it can’t get bumped up or randomly thrown in the field early on.

And while adding 9-power at the end of a match can be helpful, you’ll quickly encounter games as you advance in the rankings where 9-power isn’t enough to reclaim an area or lock something. Worse, America has no special abilities beyond showing up at Turn Six. So, like Quicksilver, it shows up and doesn’t really do anything. And unlike a very strong structure, America is nothing but a kind of force. In a specific deck based on polishing it can work, but there are 6 better cards and even 5 cards that can be exchanged instead.


The image shows a Marvel Snap Domino card.

picture: Marvel / Second Supper / Kotaku

Let’s take a look at that here too, while we talk about Chavez and Quicksilver America. Like these cards, Domino’s has a unique ability which means it’s guaranteed to end up in your hand on the second turn. And as a 2-cost/3-power, it looks useful as a follow-up to Quicksilver on the first turn. And early on, you can definitely win with Domino. But eventually, you’ll need to get past these cards.

It’s tough, I know, but while giving it up means you give up the consistency of knowing what’s always going to happen in turns one, two, and six, you also give up three slots in your little 12-card deck for characters and not others. very. They don’t shine, enhance, move, kill, destroy, or do anything useful like that. Again, on some decks, these cards can be useful. But there are a lot of better cards you can use instead of Domino, Quicksilver, and America. Say goodbye to symmetry and hello to clutter. it’s the Marvel Snap road.


The mantis image shows a Marvel Snap card.

picture: Marvel / Second Supper / Kotaku

Mantis, like the other Guardians of the Galaxy– Related characters, have detection ability that pops up when your opponent plays a card in that location in the same turn as you. But unlike Gamora, Star-Lord, or Rocket, Mantis doesn’t get a boost, and instead draws a card from the opposing player’s deck. That’s fun and messy we back it up! Explode, Explode It’s more fun when things are unpredictable and wild. But this becomes much less useful in most situations very quickly.

The number of times people play Mantis, get a card, and then never use it because it doesn’t coincide with their deck’s synergy is high. This is if your opponent plays a spin card And the You guess the correct location. If you don’t, the Mantis is a 1/2-power pseudo-paperweight that just begs to be killed by an Elektra or worse, left with no way to remove it, and acquire valuable real estate. So, yeah, get rid of the mantis. And if you scream “Well, it’s part of my zoo!” Now, here’s more bad news…

Zoo floors

The image shows a set of low-cost, low-energy Marvel Snap cards.

picture: Marvel / Second Supper / Kotaku

‘Zoo Deck’ was definitely one of the most popular induction decks Explode, ExplodeEarly days, but in the face of the more common addition of Killmonger to player decks, it’s now proven to be a liability.

A Zoo Deck is the name the community gives to decks that collect a lot of low-cost cards, especially single-cost cards, often with animal art on them. (Often not enough to justify the name, but that’s the name they got anyway.) Defenders celebrate They allow you to play multiple cards in later rounds, surprising players who rely on massive 5 and 6 cost cards, like some kind of shy bastard between the legs of an angry giant. Except, because of Killmonger, they are pretty much useless.

Killmonger appears to be an amazing OP card, although it can only be picked up by players who have reached deck level 462. At only a cost of 3, and a power of 3, it can be played from round 3 onwards, devastating every single card from the board . you and them. and people in group 2 They report seeing him show a lot. The effects are harsh. Oh, and the Zoo Decks can also beat Scorpion poorly, reducing the attack power of all cards in your hand by one, which can easily cost you a close match when most single-cost cards are low in strength. So yeah, zoo floors are fun…but it’s not worth it later.

#Time #drop #favorite #cards #Marvel #Snap #collection

Leave a Comment

Your email address will not be published. Required fields are marked *