Tons of creatures comprise the wide and colorful world of the Marvel universe, and Marvel Snap is no exception. Among them is the professor-turned-swamp monster, Man-Thing.
Man-Thing is the guardian of the Nexus of all realities. He was originally a human known as Dr. Ted Sallis, who transformed into a gigantic supernatural creature after injecting himself with the S0-2 Serum then crashing his car into a swamp. In Marvel Snap, Man-Thing is one of the newest cards arriving as part of the Bloodstone season.
Here are the best Man-Thing decks in Marvel Snap.
Marvel Snap Man-Thing abilities, explained
Man-Thing is a four-cost, five-Power card with an ability that reads “Ongoing: 1, 2, and 3-Cost cards here have -2 Power.” On paper, he has a powerful ability that can easily disrupt cards that cost three or less, making early game units weaker in the process, in turn making your offense stronger.
Man-Thing is a Series Four card, and players can get him from the Weekly Spotlight section of the Token Shop for 3,000 tokens.
Strategy and best combos for Man-Thing decks in Marvel Snap
Man-Thing has a general effect that makes him a great tech card for almost any deck in the meta, especially since most decks nowadays incorporate a balance of low-cost and high-cost cards to distribute their Power throughout the game.
Some cards, however, can enhance Man-Thing’s potential as an offensive and defensive threat. Viper is a good card that can move a random unit from your side to your opponent’s. This can ensure that you take advantage of Man-Thing’s ability, especially if you target cards that already have negative Power like The Hood.
Green Goblin is another great combo card for Man-Thing thanks to his ability to move himself to the opponent’s side of a location while having negative three Power. As for Debrii, she can create one-cost, zero-Power rocks on both locations for both players’ sides. A rock without a Power boost from another card or a location can have negative Power thanks to Man-Thing.
The combo of Hazmat and Luke Cage is another strategy that can work well with Man-Thing. Lowering the Power of your opponent’s cards is a viable offensive strategy, so combining the two mechanics may leave your opponent at a disadvantage most of the time.
The best Man-Thing decks in Marvel Snap
Toxic Junk
As mentioned above, Man-Thing works well in a deck where lowering the Power of the opponent’s cards on locations is the main strategy. Here in the Toxic Junk deck, the negative Power that you can impose on your opponent is converted into offense for your locations, eventually putting you ahead on at least two of them.
Viper, Green Goblin, and Hobgoblin are the tools you need to pile up unnecessary cards on your opponent’s side. This way, you can disrupt your opponent’s desired plays, especially if they use combo strategies that rely on using multiple cards in at least one location. Debrii is also another great Junk filler, almost guaranteeing that you can add two rocks to your opponent’s side every game.
Sentry is there as a potential massive Power source for your side, while his created Void unit with negative 10 Power is the best target for Viper’s effect. The Hood is also included to give you the one-cost, six-Power Demon, as well as being Viper’s next transfer target. You can also add Carnage in case you need to clean up the junk cards from your side while gaining plus two Power for each card you destroy this way.
The Hazmat and Luke Cage combo is there to inflict more negative Power on your opponent’s cards. As for Cosmo, she prevents cards like Enchantress and Rogue, which can disrupt and remove the Ongoing ability of Luke Cage. Cap off the deck with Alioth, which can guarantee that no cards will stay on the opponent’s side during the same turn and location where it is played.
Win condition cards for this deck
Aside from Man-Thing, the other win condition cards for this deck are:
- Viper
- Sentry
- Green Goblin
- Hobgoblin
- Alioth
Viper helps the junk strategy come into fruition. Her best target for the transfer effect would be Sentry’s Void unit, which can be somewhat predictable for your opponent. Still, this combo can guarantee you a 10-Power unit, while the opponent will have to deal with having a unit with massive negative Power.
The Goblin duo of Green Goblin and Hobgoblin is a straightforward junk strategy that can disrupt your opponent’s setup in an instant. As for Alioth, it can almost secure you one location in every game.
Cerebro Five
In this deck, Man-Thing is more of a tool that can give bonus damage to your opponent. But the main strategy of a Cerebro deck is to dominate locations with massive Power using cards with uniform Power.
Cerebro gives plus two Power to your cards with the highest Power. This is where the tactic of using cards with the same Power comes in handy, and using five-Power units throughout the game is the key strategy to fully take advantage of Cerebro’s Power boost. Copying its ability using Mystique can create a massive Power boost of four to all of your five-Power cards.
Aside from Man-Thing, other five-Power cards you can use in this deck are Lizard and Silk, for their cheap costs, Polaris, Spider-Man, and Stegron for moving your opponent’s units, Miles Morales for his potential to become a cheap-cost card when you move a card in the last turn, Alioth for card destruction, and Doctor Doom for creating five-Power Doombots on each other location.
Finish the deck with Invisible Woman to protect the Cerebro and Mystique setup until the end of the game, preventing cards like Enchantress from doing her Ongoing ability disruption.
Win condition cards for this deck
The win condition cards for this deck are:
- Cerebro
- Mystique
- Silk
- Alioth
- Doctor Doom
Cerebro and Mystique are the heart and soul of this deck. The combo’s added prowess to provide more Power to your units makes the deck more dangerous even if it functions well already.
Silk’s movement can be game-changing at times, while Alioth’s destruction potential is always there to secure a win on at least one location. As for Doctor Doom, he can make three instant five-Power units all at once when you play him in the late game.
How to counter Man-Thing decks in Marvel Snap
Man-Thing has an Ongoing ability. This makes him a great target for cards that can disrupt Ongoing abilities in an instant.
This includes Enchantress, who can remove the Ongoing abilities of cards that are already placed on the location where you will play her (from you and your opponent’s side), Rogue, who can steal a random Ongoing ability from one of your cards, and Echo, who removes the Ongoing abilities of cards played on the same location as her. So, be cautious, as your opponent may always have tech cards in their deck that can disrupt your win condition.
Debrii can also be considered as a counter to Man-Thing. Her ability to create and put one-cost rocks at each other location (both on you and your opponent’s side) can add another unit that can be inflicted with negative Power because of Man-Thing. This also works for your side, since both sides are affected by Man-Thing’s ability, unless you have Luke Cage in any of your locations.
Man-Thing decks’ current state in the meta
Man-Thing decks are not considered meta decks. Both the Toxic Junk and Cerebro Five decks have reliable engines but have some sort of inconsistency when it comes to pulling off their main strategies. Still, both decks are fun to play and can farm you wins if you grind the ladder. But in terms of competitive play, you may be better off relying on other decks if all you’re after is victories against other players.