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I've been enjoying this game a ton, and I've been binge-playing for the past week, enjoying a ~73% winrate against the Pool 1 bots. I've held off on upgrading my collection past pool 1, since this deck is so much fun to play - I find myself playing just for the fun of it even when there are no missions left to do.
Here's the list:
Ant-Man
Elektra
Agent 13
Korg
Nightcrawler
Yondu
Angela
Cable
Bishop
Kazar
Iron Man
America Chavez
Card-by-card:
Angela: Your key card. You want to put this in an empty lane on Turn 2 and get her to 7 power, or even 9 power if you have Nightcrawler. This will usually win you that lane.
Bishop: Your other key card. You want to put this in a different lane from Elektra, and these two will be your main threats, each capable of winning a lane on their own. This is a good card for winning locations that disincentivize swarms, like Space Throne or Negative Zone.
Kazar: Half your deck is 1-drops, so this will routinely represent 7-8 power across all lanes - possibly more, since locations tend to generate Squirrels/Rocks/Raptors/Ninjas that this can buff.
Iron Man: This card represents a lot of power - if your opponent is fighting you for your Angela/Bishop lane, Iron Man will usually win you that fight. Iron Man's main predator is Enchantress - the AI loves to Enchantress your Iron Man, so playing Iron Man in a lane where your opponent can still add cards is a risk. Iron Man's other predator is opposing Iron Mans: don't discount the possibility of opposing AIs having their own Iron Man.
America Chavez: This card isn't critical, but it does a lot of work. You know exactly what you're going to draw on Turn 6: a 6-drop. You can empty your hand on Turn 5 knowing you'll have access to a big, high-power card every single game. That big high-power can be helpful for winning certain anti-swarm locations, like Space Throne, Jotunheim and the like. It also ensures you cannot get stuck with no early plays: even if you draw all your expensive cards, you will always have a turn 2 play.
Ant-Man: The first of the 1-drop package, this card is excellent. It's very easy to get 4 power out of it, since we tend to fill most locations each game.
Elektra: Very, very solid card. Kills opposing Ant-Mans, helps you win locations like Mojoworld/Nidavellir (save it as a surprise for Turn 6 to win the location!) and fights very well in locations like The Raft. Loves killing buffed 1-drops. You generally shouldn't play it blind - don't play it turn 1, you generally will find a target for it, but do play it if you need the stats and won't get a better opportunity. Also, don't try to snipe AI Nightcrawlers: the AI will inexplicably move their Nightcrawler away from your Elektra for no apparent reason.
Agent 13: Not technically Pool 1, but this is an excellent 1-drop if you have it. Playing this on turn 1 is always excellent (I usually play it in the right-most location: the AI loves playing Rocket/Mantis on the left). This card acts as an insurance policy: if you draw nothing but 1-drops, this will give you something to do with your energy. Sometimes you'll get a busted tech card, sometimes you'll get junk, most of the time you'll get a body with some stats, and that's all you usually need. The absolute worst case is getting Agatha Harkness which usually means you lose, but thankfully it doesn't happen often.
Korg: A 1-drop with the potential of denying an opponent's draw: this is huge. Play it early and hope for the best.
Nightcrawler: Elektra's best friend, and often your only way of interacting with certain locations. Excellent card.
Yondu: The most debatable 1-drop of the bunch, and I wouldn't fault you for replacing this one. Deleting the opponent's card doesn't actually disrupt them - you're just as likely to help your opponent draw into their key card as you are removing it. What this does give you every time is information: it tells you which card your opponent doesn't have. If you delete their big 6-drop, you know they can't wreck you with it. I will admit that I'm not that good to take advantage of this information most of the time (I usually forget about the destroyed card) but there is value here. The other upside is the interaction with Korg - if you thin the opponent's deck, they become more likely to draw into the Rock. Just make sure to play Yondu first, so you don't delete the Rock.
Cable: This last card is a flex slot: Cable has been good to me for the same reason Agent 13 has been good to me, except Cable usually gives you a good card. It's not rare that you'll steal opposing Ant-Mans, Ka-Zars or Bishops with this. Generally, whatever you draw, you can make good use of it - if you've exhausted your hand playing 1-drops, Cable will give you something to do. Additionally, this gives you information just like Yondu, and thins their deck for Korg (just try not to draw the Korg Rock). If Kamar-Taj is in the game, it's worth noting that you can delete the opponent's entire deck with double Yondu double Cable - they won't get to draw a card on turn 6.
Other cards worth considering:
Sentinel: This is similar to Cable, but much less swingy. Sentinel means you always have cards to play, but the ceiling is much lower. Given the Snap mechanic, playing cards with highroll potential seems worthwhile. You're generally not winning games if all you're doing is playing 3-power 2-energy dudes.
Scarlet Witch: Running this instead of Cable is reasonable. My reason for not doing so is - this deck generally just wants to vomit its entire hand, spending all its energy each turn. This often leaves you playing Scarlet Witch on Turn 2 just because you want the stats, and not the effect - you might also end up changing a neutral location into a bad one, making this worse than a vanilla card. It does have the potential to swing games, but I'm generally not that clever.
Anything that discards: you generally can't afford it. Blade might look appealing with its 3 power, but you generally need every card in your hand, and discarding your Iron Man or your Ka-Zar can be devastating.
Rocket Raccoon: This is a perfectly reasonable 1-drop. I don't like the Yomi mechanic, but a 4-power 1-drop is obviously good if you're able to pull it off. I wouldn't fault anyone for running this instead of Yondu.
Squirrel Girl: I like this card, but it's too often a liability. There's obvious synergy with Ka-Zar, but you generally need every location slot, and filling one up with a 1-power squirrel is often undesirable. The effect can help you get into certain locations like Nightcrawler, but it's just as liable to hurt you if you hit Bar with No Name/Jotunheim/Negative Zone and the like.
Mantis: If you want the full "stealing" package, this is certainly a reasonable card. If you can pull off the Yomi reliably, this is a better Cable - especially since it gets buffed by Ka-Zar. I think this card is quite strong, but unreliable.
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A typical game will give you 21 Energy and 9 cards. Locations often give you additional energy or cards, but this is the baseline. Your usual curve looks like this:
Turn 1, 1-drop (played blind into the right location). Agent 13 is the best one, followed by Yondu->Korg->Nightcrawler->Ant-Man. Don't play Elektra blind turn 1.
Turn 2, Angela (played onto an empty revealed location) or Cable, or 2 1-drops.
Turn 3, Bishop (played in any lane that isn't your Angela lane). If you don't have Bishop, play your 1-drops.
Turn 4, Ka-zar. Alternatively, you should have 4-5 cards in hand, so you can vomit out a batch of 1-drops.
Turn 5, Iron Man. Alternatively, you can play most of your hand here usually.
Turn 6, America Chavez, or Iron Man and a 1-drop.
Since your Turn 6 is always guaranteed, that leaves you with 15 energy across 8 cards. The 11 non-Chavez cards cost 2 on average, which means this deck has a very easy time curving out: Cable and Agent 13 cover the cases where locations give you extra energy to spend.
I don't expect this deck to be any good past Pool 1 - Killmonger instantly wrecks you, and there's no coming back from that.
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