Marvel Snap features a few archetypes common in other online card games, but its unique mechanics also allow for equally unique playstyles, like Move decks.
These decks are built around making your cards Move between different locations using various card abilities to strengthen their Power and win Marvel Snap matches. A playstyle as unique as movement can be tricky at first, but once you overcome its learning curve, it’s rewarding to win games by giving your opponents a hard time predicting your moves.
Here are the best Move decks to use in Marvel Snap for May 2024.
Move card combos in Marvel Snap
Movement typically begins on turn two when Kraven is the most ideal play on the middle location. Silk is also a good option. By turn three, the best play is either Iron Fist, then Human Torch on the right or middle location (for the Kraven stack), Human Torch on the right and Ghost-Spider on the middle, or Vulture on the right.
By turn four, you can play Doctor Strange on either the third location to get Human Torch or the middle to get Vulture. You can also play Miles Morales alongside him if you moved a card last turn or just a plain Spider-Man 2099 on a location where you can target a card on your opponent’s side to destroy.Â
Turn five could be a Cloak and Wave combo, especially if your opponent is using a deck that relies on multiple plays in the final turn (like Sera Control, Sera Surfer, and Bounce). Then, you can end the game with either Heimdall, America Chavez, or Aero for a final movement push.
Best Move decks in Marvel Snap (May 2024)
Replacing missing cards with useful ones in the ever-shifting meta can increase your chances of winning games. Some of the best cards to add are Enchantress, Sera, and Aero, which are solid general options.
Standard Move
This deck focuses more on the Move mechanic as a whole. The package revolves around moving units to create potential huge Power for your locations, which may seem predictable. Still, if you use the right cards and play them at the right time, you can definitely manage your way to victory.
The cards in this deck that can move units to other locations are Ghost-Spider, Iron Fist, Doctor Strange, Cloak, and Heimdall. All of them have their prescribed timings of play, so be strategic on when you should play those to counter the predictability that this deck has.
As for the best targets of the Move mechanic, you can use Human Torch, Dagger, and Vulture, all of which can gain Power when moved. Vision, on the other hand, can move itself around locations, while having a staple eight-Power stat, while Multiple Man leaves a copy of itself in its original location when it gets moved. Using Hulk Buster for Multiple Man can give you six-Power copies of the latter.
Meta Move
This Move deck is the more meta version of the strategy. The Angela and Kraven package where playing and moving cards to stack Power on those two is the main offensive engine of the deck. But with the arrival of Red Hulk, which can gain Power every time your opponent ends their turn with unspent energy, the deck has a more stable finisher.
Aside from Vision, the other cards in this deck that can move to other locations are Nightcrawler, Jeff the Baby Land Shark, Silk, Spider-Man, and Captain Marvel (by the end of the game, to a winnable location).
Hope Summers is there to potentially give you additional energy per turn, while Elsa Bloodstone can give bonus Power to cards played to fill a location. Cap off the deck with Kitty Pryde, which can bounce itself to your hand while gaining Power and is also useful for Angela.
Phoenix Force Move
The Phoenix Force’s ability to revive and merge with a destroyed card while also giving the effect to move to another location each turn paved the way for a new deck to arise. With Multiple Man and Human Torch being the main targets for its effect, this deck can create potential huge Power to your locations by combining the Move and Destroy mechanics.
Venom, Carnage, Deathlok, and Arnim Zola are the destroy enablers in this deck. As for Shuri, it can double the Power of the next card you will play, making the Phoenix Force play stronger. Nimrod is also in this deck as a backup in case you won’t be able to destroy either Multiple Man or Human Torch in time.
How to counter movement decks in Marvel Snap
Most of these movement decks need space on the board to Move their cards around and time to set up their combos. These are two major weaknesses that certain cards can exploit.
Any card that interacts with the opposing board is a potential threat to a movement deck. Green Goblin, Hobgoblin, and Debrii all fill up the enemy side of the board, interfering with card movement.
Worse, though, is Professor X, who can completely shut down a location; no cards can be added or removed from the location where Professor X is active. The best target is always the middle location, as it will completely stop any movement caused by Heimdall and cards like Iron Fist.
Based on the Move deck you create, you’ll have different strengths and weaknesses. Whatever trouble you run into while playing, make sure to come back to this Move deck guide to readjust your strategy and take different decks out for a spin.