Zero is a card in Marvel Snap that can immediately provide you with the best deck in a variety of different ways.
Capable of removing the negative abilities of cards, Zero brings a whole range of characters into play in Marvel Snap more effectively and results in creating some of the strongest cards in the game.
Whether you plan on building a Zero deck or finding a way to counter him in Marvel Snap, we have you covered with our guide to the best Zero decks in Marvel Snap, and details on how to counter him too.
Zero card abilities in Marvel Snap, explained
Zero is a one-cost, three Power card in Marvel Snap with the ability: “On Reveal: Remove the abilities on the next card you play.”
A Series Three card, Zero 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.
Strategy and best combos for Zero in Marvel Snap
Zero is a valuable card in Marvel Snap that can erase the negative effects of high-Power cards that come with a catch, making them much more useable. Some of the cards with the best synergy with Zero include:
- Typhoid Mary
- Red Skull
- Ebony Maw
- Sentry
All of the cards mentioned above come with a negative effect in Marvel Snap but offer the reward of a high Power card, often for an affordable cost. This includes the 10-Power Typhoid Mary who, if used without playing Zero, afflicts all your cards with minus-one Power.
Red Skull has an effect that provides a boost to your opponent, giving cards at his location plus-one Power when he is played, while Sentry adds a minus-10 Power card to the right location when played. Both of these abilities can be blocked with Zero.
Arguably the card to benefit most from Zero, however, is Ebony Maw. With a cost of just one and seven Power, Ebony Maw’s ability blocks you from playing any more cards at the location where he is played. However, with Zero, you won’t need to worry about that.
The best Zero decks in Marvel Snap
Zero Sauron
Players should consider snapping if several of the following cards have been drawn:
- Zero
- Shuri
- Sauron
- Taskmaster
There are multiple cards in this deck with negative abilities that I chose to remove with Zero, with the option of receiving a high Power boost early on with Ebony Maw, canceling out Lizard’s Ongoing ability that reduces his Power, preventing Typhoid Mary from lowering my cards and stopping Red Skill from providing my opponent with a boost.
More often than not, I followed Zero by playing Ebony Maw, removing his ability to allow me to continue playing cards at that location. I would often play Lizard too, though I used Enchantress to remove his Ongoing ability.
Sauron was a massive boost in this deck as he removed abilities from the cards in my hand when played, allowing me to dispose of the negative abilities I did not want when Zero was already played.
The downside was it often removed some of the positive abilities I still wanted, most notably Shuri and Taskmaster, but Sauron became a go-to option when I had several cards in my hand with abilities I did not want to use.
Zero control
I had a lot of fun with this deck, with Zero and Viper providing different options for the cards that resulted in cards with minus-Power. Zero could remove the ability entirely, while Viper could send the card over to my opponent’s side.
I often used Viper to send over The Hood, keeping the Demon his ability gave me and used Zero to cancel out Sentry and prevent the minus-10 Void from being added to the location on the right side.
Playing Storm followed by Juggernaut allowed me to all but guarantee a victory in one of the locations, moving the cards my opponent played before the location was flooded, while Spider-Woman was the ideal final touch to reduce my opponent’s Power.
By far my favorite tactic was to play The Hood at a location followed by Viper, sending The Hood and his minus-three Power over to my opponent, then playing Green Goblin in the same location. From there, I locked down the location with Professor X which, more often than not, guaranteed me victory in that lane.
Zero Attuma
Attuma is probably one of the most frustrating cards in Marvel Snap as he has high Power but is destroyed if there are any other cards on your side of the location. With Zero, I could remove that and instead have a four-cost, 10-Power card with no negative effect, while Armor was an alternative option to prevent Attuma from being destroyed.
Professor X and Storm both worked brilliantly to capitalize on Nebula, who receives a Power boost every time my opponent did not play a card at her location. With the location locked down, it resulted in consistent boosts.
Where possible, I tried to save Zero as my last card played on the penultimate turn, then played Destroyer in turn six. With his ability removed, my other cards were not destroyed. If that was not an option, adding Armor to the lockdown location and then playing Destroyer usually guaranteed me victory in two locations.
How to counter Zero decks in Marvel Snap
With Zero allowing players to play strong cards and remove their negative effects, one of the most simple counters is Shang-Chi. When played, he destroys any opposition cards at the location with nine or more Power.
You can also choose to disrupt an opponent’s follow-up plays with Aero, which moves the last card your opponent played, while Juggernaut can do similarly to remove the cards played that turn at the location where he is played.
Lastly, as an On Reveal card, Zero can be blocked easily with the use of Cosmo, which blocks On Reveal abilities from activating at a location, but you need to ensure you have priority and must guess where Zero will come into play.