Electro, a fan-favorite from Spider-Man’s vast gallery of rogues, is also a popular card in Marvel Snap that provides bonus energy to summon high-cost cards as early as possible.Â
He provides a rather unique addition to any deck that provides players with both an advantage and a hindrance to their tactics.
Whether you plan on building an Electro deck or finding any way to counter him, we have you covered here.
Electro abilities in Marvel Snap, explained
Electro is a three-cost, two-Power card with the ability: “On reveal: +1 Max Energy. Ongoing: You can only play 1 card a turn.”
A Series three card, Electro can be attained from collection level 486 and above or as a free selection in the Token Shop–where you can grab a free Series three card once per season.
Related: Marvel Snap Infinity Splits explained and full list
Strategy and best combos for Electro decks in Marvel Snap
Electro is a card that provides both an On Reveal and Ongoing ability, which provide both a positive by increasing the maximum energy a turn and a negative by limiting players to playing one card a turn. Some of the cards with the best synergy with Electro include:
- Galactus
- Wave
- Sandman
- Devil Dinosaur
Providing a boost to Max Energy, Electro can be used to play Galactus early and the inclusion of Wave alongside the pair in many decks increases the likelihood that you will pull a card allowing you to put Galactus on the field early.
Utilizing Sandman is also an effective play alongside Electro, as his ability means both players can only play one card a turn and levels the playing field in that regard.
As you are only capable of playing one card a turn with Electro, it is likely that you have a much larger hand, which can be capitalized upon with the use of Devil Dinosaur, which sees its Power increase for each card in your hand.
The best Electro decks in Marvel Snap
Electro-Galactus
Players should consider snapping if several of the following cards have been drawn:
- Electro
- Galactus
- Death
- Knull
Focused around the highly controversial Galactus, the aim of this deck is to use either Electro or Wave in order to get Galactus into the game as early as possible.
Using this strategy, Galactus’ introduction to the field will destroy two locations, if he is the only card placed in a location, which results in Knull having his Power significantly increased and the cost of Death reducing.
In this deck, the earliest Galactus can be played is on turn four which, if done, can be followed by playing Spider-Man on turn five to prevent your opponent from playing cards at the only remaining location on turn six.
Alternatively, Doctor Octopus can be played to fill the opponent’s location with random cards from their hand, again leaving them with no cards to play and showing you the Power total you must beat to win.
Electro-Sandman
Players should consider snapping if several of the following cards have been drawn:
- Electro
- Sandman
- Devil Dinosaur
- Odin
With the top card in this deck being from Series three, a deck focused on Electro and Sandman is a solid option for players earlier in their Marvel Snap experience.
The use of Sandman equals the playing field after Electro, leaving both players only able to play one card per turn. Sunspot takes advantage of this, receiving a Power boost for any unspent energy each turn.
Playing Wave allows high-cost cards like Doctor Doom, She-Hulk, and Magneto to be played early, while Odin can provide the icing on the cake in the final turn by activating the On Reveal abilities of cards already in play at a location.
Both Devil Dinosaur and Jubilee are solid additions to the deck, the former benefitting from having a large hand and the latter being able to pull high-cost cards from your deck into the field.
Electro-Leader
Nebula, Black Widow, Electro, Wave, Devil Dinosaur, Sandman, Black Panther, Arnim Zola, Leader, Doctor Doom, Odin, America Chavez
Players should consider snapping if several of the following cards have been drawn:
- Electro
- Sandman
- Leader
- Arnim Zola
- Black Panther
A deck that has the double-whammy of boosting your plays and frustrating your opponent, putting Electro in this Marvel Snap deck will make you feel like you are not limited to a single card play after adding Electro to the field.
Several strategies from other decks remain, including using Sandman to limit your opponent to playing one card a turn, using Wave to play a high-power card early, and capitalizing on a large hand at the end of the game with Devil Dinosaur.
The key additions to this deck, however, are Arnim Zola, Black Panther, and Odin. When played, Black Panther sees his Power of four double and reactivates when he is destroyed by Arnim Zola or when Odin triggers his ability again.
A final turn play of Leader will add another card to your side, while Black Widow will lead your opponent to have to waste a turn to get rid of Widow’s Bite and Nebula’s power will increase every time your opponent fails to play a card at her location.
Related: Best Knull decks in Marvel Snap and how to counter them (May 2023)
How to counter Electro decks in Marvel Snap
Many of the cards used in Electro decks have On Reveal abilities, making Cosmo the ideal counter as he prevents On Reveal abilities from happening at a location, including that of Electro.
Shang-Chi is also a solid counter to an Electro deck, as he can destroy any cards above nine or more Power when played. With Electro resulting in high-cost, high-Power cards being played early, Shang-Chi can easily undo that work.
Lockdown decks, such as those using Professor X and Spider-Man, can also be effective by limiting your opponent’s options to play their cards, with Storm similarly being effective as your opponent will only be able to play one card at a location before it is flooded.