June’s “Spider-Versus” season in Marvel Snap introduced a handful of new cards related to the theme centering around our friendly neighborhood Spider-Man, especially with the release of the new film Spider-Man: Across the Spider-Verse.
We already got the two Spider-Woman units—the season pass card, Ghost-Spider, as well as Silk, who is dubbed as the best Spider-Woman in the Marvel universe. But another Spider-Man variant who has impacted the Spider-Verse films (especially the first one) with his cuteness and weirdness at the same time is Peter Porker, also known as Spider-Ham.
Spider-Ham has also arrived in Marvel Snap, bringing an ability to make or break his user’s game. The high-risk, high-reward factor he brings to the table can be game-changing if the RNG favors your side.
Here are the best Spider-Ham decks in Marvel Snap.
Marvel Snap’s Spider-Ham abilities, explained
Spider-Ham is a two-cost, two-Power card with the ability that reads “On Reveal: Transform the leftmost card in your opponent’s hand into a Pig, keeping its Power and Cost.” The Pig card created by Spider-Ham can give the opponent a vanilla card in the process, which can either disrupt or benefit their side.
Spider-Ham is the first direct series four release by Second Dinner, which means he costs 3,000 tokens in the shop.
Strategy and best combos for Spider-Ham decks in Marvel Snap
Spider-Ham has a general effect that can be synergized with almost any deck. The disruption he can provide can be annoying, especially when he targets a good card of the opponent. Now that it’s basically random what he hits, he is way less effective than when he hit the most expensive card.
A card that can greatly help Spider-Ham is Beast. The bounce and cost reduction effect of the latter can give the former’s user another chance to play the Pig disrupt effect but with a way cheaper cost. Falcon can also do the same, though the cost reduction won’t happen with him.
Best decks for Spider-Ham in Marvel Snap
Cerebro 2 with Ham
Iceman | Goose | Luke Cage | Mister Sinister | Scorpion | Spider-Ham |
Cerebro | Mystique | Brood | Magik | Storm | Blue Marvel |
One of the more fun decks in the game, yet very difficult to pull off properly, is Cerebro 2. After a recent buff to two Power, Spider-Ham slots in here nicely as a card that gets buffed by Professor X’s powerful helmet.
This deck is highly situational and revolves around pulling specific cards. Otherwise, it’s tough to win at all. Since the most powerful cards in the deck are all Ongoing cards, you’re highly susceptible to both Enchantress and Echo, so keep that in mind.
The key is to play out all your two-Power cards so that they remain the same power, and then use Cerebro followed by Mystique for the biggest buff possible. Blue Marvel can then be played to buff everything by one.
Win condition cards for this deck
These are the cards you need to pull to make this deck worth playing:
- Cerebro
- Mystique
- Blue Marvel
- Luke Cage
- Magik
This deck does not go without Cerebro, and if you don’t pull that card, you may as well retreat. Snap if you pull Cerebro, Mystique, and Blue Marvel, especially as those three cards will buff your entire board.
Luke Cage is also excellent to have because he prevents your cards from losing any power. Magik is good with her recent change to two Power because she can give you an extra turn to pull the cards you need to win.
High Evolutionary Lockjaw
Wasp | Spider-Ham | Lockjaw | Thor | Dracula | Jubilee |
High Evolutionary | Jane Foster | Doctor Doom | Odin | America Chavez | Hulk |
Another deck where Spider-Ham can be used efficiently is in a High Evolutionary/Lockjaw package. This deck did wonders in the meta after High Evolutionary’s release. The deck’s goal is the same as the Lockjaw deck, which has been in the meta for a long time already. The secret abilities provided by High Evolutionary have since taken the deck to a whole new level.
Wasp, now with the secret ability to inflict negative Power on your opponent’s cards, joins Spider-Ham as the best sacrifice to activate Lockjaw’s card switch effect. Their effects can still be triggered even if they return to the deck in exchange for a random unit.
The Thor-Jane Foster combo is still a must, as well as the inclusion of Jubilee and Dracula to gain massive Power on your board. As for the massive Power sources of the deck, you can put Doctor Doom, Odin, and Hulk.
Win condition cards for this deck
The win condition cards for this deck are:
- Lockjaw
- Thor
- Jane Foster
Lockjaw is the main instigator since the card’s switch to summon the high-Powered cards is the main offensive engine. Players should note his effect only triggers once per turn. So, playing Wasp or Spider-Ham should be done on two separate turns to call units from the deck. Otherwise, the second card played will stay in the Lockjaw location.
Thor can put Mjolnir in the deck for a possible plus-six Power boost, while Jane Foster is there to call all the zero-cost cards from your deck when played. This can pave the way for possible free card switches in the late game.
Spider-Ham Bounce
Kitty Pryde | Spider-Ham | Bast | Iceman | Angela | Hit-Monkey |
The Collector | Falcon | Mysterio | Bishop | Beast | America Chavez |
As mentioned, Spider-Ham can work well with Beast and Falcon. Including him in a full Bounce deck can be one of the best strategies where Spider-Ham can find a home, especially with how the Pig disrupt effect can be spammed in this engine.
Aside from Spider-Ham, the other one-cost cards that have good control and aggressive effects that can be great targets for Beast and Falcon are Kitty Pryde and Iceman. Bast, on the other hand, makes the Power of your cards in hand three, regardless of their original Power.
Angela, Hit-Monkey, and The Collector are your main Power sources, all of which benefit from the Bounce mechanic. Bishop is a great pick since he can stack Power every time you play a card. Mysterio can be added since the illusion copies are considered separate plays, greatly boosting the Power of Hit-Monkey and Bishop.
Cap off the deck with America Chavez to ensure you always have a decent finisher by turn six in case you aren’t able to pull off a miracle play on turn six or later.
Win condition cards for this deck
There are a lot of cards that contribute to the deck’s success. But the cards that can be considered as the win condition cards of the deck are:
- Beast
- Falcon
- Kitty Pryde
- Angela
- Hit-Monkey
- The Collector
- Bishop
Beast and Falcon are your main key cards to fully grasp and use the Bounce mechanic. They allow you to spam the effects of your cheap cost cards, as well as to power up your units that gain Power depending on the number of plays you can create in a single turn or even on multiple turns.
Kitty Pryde gains Power every time you bounce her, which you can do at every end of the turn. Angela’s power stack comes from the cards you play on the location where she is placed, while Hit-Monkey is a one-hit-wonder card that gains Power for each card you play on the same turn you play him.
The Collector, on the other hand, benefits from the Bounce mechanic the most since he gains plus-one Power every time you put a card in your hand aside from drawing them. And, of course, Bishop can have the potential to be a massive Power source.