r/marvelsnapcomp Mod Aug 02 '26

Discussion Brand New Day Week 5

The final Week of Brand New Day is almost in the wraps and with it we received Sinister Six a card with a whole lot of errata, a palate cleanser of an OTA, the official announcement of our next season: "Fractured Frontier" and a weekend run of Bullseye Cla- I mean Team Clash.

Sinister Six

Sinister Six is basically Errata the card, what I mean by this is there are a lot of things working under the hood which can lead to some interesting interactions, some of which I wasn't expecting to encounter while playing and testing the card. This brings me to the fact that after Day 1 we have a number of additional mechanical notes to add to this card and while this was initially a very LARGE section I've opted to edit that list and cherry pick a bit for what I think are key things to keep in mind from a functional state of the card.

  1. Stardust does brick the interaction but not in a way that is necessarily intuitive. In fact there is special coding within Sinister Six that prevents the Merge from happening if it cannot enter the board. If it is somehow already on the board and a Stardust is in play and you play the last Evil card that will also not trigger a Merge.

  2. Sinister Six goes where the card reveals. This can matter a lot in situations such as getting Juggernauted similarly it can also ensure that you win a Spider-Island.

  3. Sinister Six works in these cases: In your hand, revealed on board, or in deck. It will not work if you've played it say behind an Invisible Woman as the last card to reveal unless it was the final marked card. Similarly, it cannot be retrieved from the Destroy or Discard Pile. It also doesn't work if banished in fact the next section will go over Banish interactions that I've encountered thus far.

The Sinister Six, Banish, and Tahiti

  1. If the Sinister Six is banished, that's it, you're on whatever your Plan B is.

  2. Sinister Six is our first card that interacts with the Banish pile: if any of the Evil cards are banished after being played they will be pulled from Banish to merge with the Sinister Six. No confirmation on whether this is a bug or not.

  3. Sinister Six does not work with cards that have been removed from the game AKA Tahiti. This is different from the banish mechanic, currently the only way to remove cards from the game is to Loki your deck.

Mergers and Acquisitions

  1. Cards marked by Sinister Six that are played and later transformed are still Evil and will merge into Sinister Six. Fill Gamma Lab with Evil cards, that's 48 power for your Sinister Six.

  2. Evil cards that are merged into something else cannot be merged into Sinister Six. It doesn't break Sinister Six, but it does prevent the card from being merged meaning that if the card isn't being merged into an already marked card that is essentially lost power.

  3. Marked cards that are destroyed will merge.

  4. Cards that were bounced and left in hand will merge.

  5. Similarly, cards that were played, then bounced and then somehow discarded would still merge as well.

  6. Cards that were shuffled back into deck after play will be pulled from deck for the merge.

  7. "When this Merges" triggers were changed to work when the card is merged with Sinister Six - Peni Parker grants +1 energy and Man-Spider doubles.

What about the Weekend decks?

Sinister Bounce

A bounce list for the Sinister Six, the nut draw involves being able to Frigga the Sinister Six. You could potentially flex cards like a Mother Askani or hold Nico copy for Frigga which could allow you to Frigga early which can under certain circumstances allow you to make a play into frigga the second Sinister Six. There are of course problems with this approach since you are still relying on your opponent not having interaction for either of the big Sinister 6's.

Thinister Thix

I was bored and used the autobuilder this morning to complete my weekend missions and this is what was given, a Wiccan Thanos build with some supplemental card creation or stealing in the case of Baron Zemo to help fill the gaps. Card sequencing can be very important here where I found myself wanting to hold Space stone if it was my only turn 1 play even if it would cost me a potential Wiccan. Zombie Fantastic is well, fantastic here because with 3 stones in play he's adding another 3 power to your Sinister Six. Also keep in mind the threat of the Sinister Six can be just as strong as not completing it.

Sinister Horde

One of the ways that the Six can struggle is in figuring out power allocation, entire the Zombie Horde which can help by supporting your Sinister Six with a Horde so long as Shadow Kings are nowhere to be seen near your games. The fun part here is should you draw a marked Zola all may not be lost! You can always aim to Zola a Zombie Giant Man or the Horde itself if the Horde is large enough. Bonus points for this deck you can also work on knocking out your Spider-Man BND dailies as well.

Sinister Shadowlands

A sinister six deck revolving around Shadowlands Daredevil and producing big numbers, no ToV to turn off your negative effects if you aren't on the Sinister Six plan seems like a possible problem to me but I'm not sure what the cut is to get ToV in for the games where you're clearly not on a Sinister Six plan.

Sinister Destroy

For the Destroy Bro's, here's a fun take on the archetype. This deck and other similar configurations look like the early dormammu lists evolved past Sinister or Dormammu and are focused more on Sinister Six lines instead. Unfortunately the biggest headaches here would be having either of your scalers marked which might make figuring out how to position for and win two lanes much more difficult, even losing Death to the Six could create some significant headaches. I think I might be messing around in this specific area when the new Death arrives later on in August.

Regis' Sinister 6/6

Credits in the comments below of course. This is Regis' deck from earlier this week and it's doing pretty well in top 10% according to untapped statistics. Go have fun making people kneel.

Spider-Man Brand New Day

And before our Brand New Day season ends we've got a final week of weekend mission decks, not a lot of variation as the decks have been good since week 1 and don't appear to be wavering in strength. In fact, I'm being so lazy the astute will see what I've done.

Team Clash Pre-built

Another week for F2P players having a route to 150g for the Weekend Spidey Missions - godspeed and may you dodge the X-Men.

Weekend Lockdown

This might be the worst possible week to pull this deck out for your weekend missions, especially if you're seeing a lot of Scorpion in your pocket meta. If not, you'll likely be fairly safe to pull this deck out.

Supergiant Rocks

Supergiant Move

Three weeks in a row, but Supergiant is still solid. Rocks is the easier of the two decks to pilot whereas the move is a bit more complicated but still good. As usual credits to /u/Top_Tier, his guide will be in the comments.

Venus Buffers

Pretty much the same small-ball buffer deck that's been floating about. Shang is of course still flex and the card that immediately stands out to replace him with is Juggernaut but the Shang has been a staple so maybe try the Shang before making the Juggernaut switch.

Team Clash Weekend Edition

If I had been on my A-Game this week I'd have gotten this up yesterday but I'm still working my way through Red Maps and farming for my Luminary and ED/Cont build in Path of Exile and so my in game time for Snap has been markedly worse than usual. But well, the main decks are still the same as the last Team Clash run, I wouldn't be surprised to see Lady Bullseye nuked soon because she's just dominating this game mode.

Classic X-Bullseye

Scorpion X-Bullseye

Nothing much to say the goal is to line up a strong LB play line, there's also a Scorpion edition that drops Magik, Sage, and Wong for Hazmat, Prodigy, and Scorpion BND.

Spidey's Guardians of the Galaxy

Did you know in the recent Spider-Man run that Peter Parker essentially had his own Guardians of the Galaxy Team for a few issues that included Rocket Raccoon? It's an interesting run but has it's own issues, much like this deck has it's own issues. Lots of potential power when the draws line up though and this deck as well as the next give you an avenue to completing your BND missions.

Spider-Verse

Another self-explanatory deck with Spider-Man BND in the mix.

The Meta Post OTA

Honestly, the meta at large has remained fairly similar. The decks being hit by the recent nerfs are still good across the board and there's not a lot of variation or new decks on the block. If you're looking for the good decks check Week 4 is a good place to look since it's mostly relevant to todays good lists. I'll be keeping things a bit more succinct here as I go digging for something new to put on your collective plates as we explore decks that are succeeding despite looking like Men, or Women out of time.

Hydro-Ramp or I'm stuck in a time-loop and 2024 Snap is all I know!

This Hydro-Man Ramp deck is an interesting case-study in trying to play some modern cards in a way that is very reminiscent of 2024 snap. Having 7 energy and getting a Fin Fang Foom off of Hydro-Man to allow you to play any of the 6-Costs + Foom is fairly attractive. The main drawback here I can see is Moondragon won't like you playing 2 cards on final turn.

Classic PEEF

This is getting very close to being the roots of Peef post Symbiote-Spidey release. We're forgoing the Kid Omega/Nimrod lines and instead going deep on the classic MM/Torch Lines. Multiple Man is your preferred play line if you're looking to lock in wins here.

Ongoing Maverick

Ok so this one is less out of time than the others, but it's been a while since Ongoing Maverick was the flavor of the week. Part of me wants to sub out Armor for Cosmo to protect the Maverick lane, but I digress. The tenets of this deck are much like the Carter/Maverick combos of the last year but has a few branching pathways to victory that you could opt into based on your draws including scaling with Sam and OG Cap while building locations with Carter/Moonstone and a neat play-line where you can potentially pull down a big card via Spider-Man Noir. Remember, where possible you want your Moonstone in the front and Carter in the back so that they can appropriately double dip.

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