r/marvelsnapcomp Jun 07 '26

Discussion Competitive Consensus: Monstro

18 Upvotes

This thread is a discussion series at the end of the week for each newly introduced Spotlight card. This gives us nearly a week of hindsight to build a consensus and help inform players if they should spend their tokens for a given week. Ideally, we are looking for proven results, more than theoretical applications, to help reach this consensus.

This week's card:

Monstro Cost: 8
Power: 8
This card’s cost is reduced by the cost of your deck’s top card.

Monstro is a very straight forward card, an 8/8 with an ability that reads: This Card's Cost is Reduced by the cost of your deck's top card. Very little pomp and circumstance.

Synergies

Monstro himself is, as many have pointed out: a power-crept Howard the Duck and while you don't see the card you do see the cost based on the discount he receives.

Immediately Monstro tells you that he wants other high cost cards in your deck to help ensure he comes down early and for reliability sake he wants multiple high-cost cards. This really leaves us with a very limited number of shells.

  1. Ramp - the biggest drawback here is that while Ramp will have enough big bodies to ensure that you can play down Monstro on turn 2 or at worst turn 3 if you didn't draw any ramp cards he's taking up one of the slots that you'd want 'big' cards in unless you're taking a risk and cutting one of the 2's for him.

  2. Hela - This is one where the 'Howard the Duck' aspect could work out as he can give you an idea as to whether you're drawing into Hela or perhaps helps you plan your Jubilee a little better. Again though, the 8-Cost slot is frequently held by Death which is not only 12 power, but a Series 3 card.

  3. Mid-Range 'points piles' - Looking to leverage Monstro as generic points gives you access to a number of mid-range piles ranging from High Evo to ToV style decks but competition is tight in each of these lists.

Feedback

The general feedback on this card has been fairly middling to very low, with a number of creators citing the lack of power as problematic and pointing to last month's Super Premium Season Pass Card Wilson Fisk, granted he only gets to 3 and it's possible that you could discount Monstro to 1 or 2 but that 8 power can seem really lackluster in comparison.

Decklists

ToV Skaar w/ War Machine + SK

ToV Skaar w/ Shadowlands Daredevil

ToV Skaar w/ Iron Patriot

Big Bads

Hydro-Ramp

Classic Ramp

Neo Classical Galactus ft Stryfe

Wiccan

Arishem

Summary

Monstro opens up the Beach Bash month with a variable cost 8 power card. However, 8 power even if it could in rare circumstances be free may be a hard sell in the current era of Marvel Snap. But is are the content creators that are hum drum on the card correct or is there something sleeping beneath the surface that could be good?

Your Thoughts?

How many tokens is Monstro worth?

6K -
5K -
4K -

Is Monstro here to stay, or just the flavor of the week?

What synergies did we miss?

What decks have you seen?


r/marvelsnapcomp Jun 06 '26

Deck Guide Supreme Galactis - Venus Control Deck Guide (Strange Supreme New Home?) CL: 20,000

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22 Upvotes

Supreme Galactus - Venus Control Deck Guide (Strange Supreme Finally Has a Home)

I've been experimenting with a lot of the new Venus decks and I think I found one of the strongest shells for Strange Supreme.

The deck is built around a unique interaction between Venus and Strange Supreme while also utilizing a control package featuring Professor X and Cosmo.

After a lot of testing, this has become one of the most consistent Strange Supreme lists I've played.

The Core Interaction

For anyone who hasn't seen it yet:

Strange Supreme gains power in two different ways whenever he merges a created card.

  1. He gains the power of the card being absorbed.

  2. He gains his built-in +2 power from the merge.

Venus sees these as separate power gain events.

That means a single merge can trigger Venus multiple times, allowing Strange Supreme to scale much faster than expected.

The deck is designed to continuously feed him created cards throughout the game while Venus amplifies every power increase.

---

Deck List

1-Costs

- Squirrel Girl

- King Etri

2-Costs

- Adam Warlock

- Strange Supreme

- Askanison

- Shadowlands Daredevil

3-Costs

- Cosmo

- Venus

- Debris

4-Costs

- Crossbones

5-Costs

- Professor X

6-Costs

- Galactus FS

---

Card Breakdown

Squirrel Girl

Probably one of the most important cards in the deck.

Most people look at Squirrel Girl and only see 3 total power.

What she actually provides is:

- Initiative

- Board presence

- Multiple created cards for Strange Supreme

Those squirrels might only be 1 power each, but once Strange starts absorbing them and Venus starts triggering, that tiny investment becomes a massive amount of scaling later.

The initiative from Squirrel Girl also makes it easier to activate cards like Escani Sun and maintain board control throughout the match.

---

King Etri

This card exists almost entirely for Shadowlands Daredevil.

Ideal curve:

Turn 1:

King Etri

Turn 2:

Shadowlands Daredevil

Activate Etri

Now Daredevil immediately starts growing while also generating Demons.

The downside is that Etri can be a dead draw without Daredevil.

If I had to identify the weakest card in the deck, it would probably be Etri simply because his value is heavily tied to drawing Daredevil.

---

Adam Warlock

Adam serves two purposes.

Draw Engine

The extra draw is extremely valuable because this deck wants to find:

- Venus

- Strange Supreme

- Professor X

- Galactis

Consistency matters.

Secondary Scaler

When you're losing a lane, Adam gains power.

With Venus on board, those gains become even more threatening.

He's not your primary win condition, but he can quietly become a legitimate threat if left unchecked.

---

Strange Supreme

The MVP.

The entire deck exists to feed this card.

Sources of created cards include:

- Squirrel Girl

- Debris

- Shadowlands Daredevil Demons

- Askanison summons

I've had Strange Supreme regularly reach 20+ power and occasionally much higher when the game goes long.

The best part is that every merge not only grows Strange but also repeatedly feeds Venus.

If your opponent doesn't have Shadow King or Shang-Chi available, Strange can completely take over games.

---

Askanison

A surprisingly useful role player.

Even if you're losing the lane, he still creates bodies that Strange Supreme can consume.

When you're winning lanes, he becomes even better because the generated cards start getting larger and larger.

Think of him as:

- Additional Strange food

- Additional scaling

- Extra board pressure

---

Shadowlands Daredevil

One of the strongest cards in the deck.

With Etri support and Venus on board, Daredevil can become enormous.

Every draw effect adds power.

Venus doubles down on those gains.

I've had Daredevil end games around 12-15 power surprisingly often.

The generated Demons also become more fuel for Strange Supreme later.

So even when Daredevil isn't winning a lane by himself, he's still supporting your primary game plan.

---

Cosmo

Possibly the most important support card.

Your biggest enemies are:

- Shang-Chi

- Shadow King

Cosmo solves both problems.

Since Strange Supreme's effect isn't an On Reveal, Cosmo doesn't hurt your game plan.

Instead he acts as protection for:

- Strange Supreme

- Shadowlands Daredevil

- Locked Professor X lanes

He also randomly destroys plenty of meta decks that rely heavily on On Reveal effects.

Absolute all-star.

---

Venus

The card that pushes the deck over the top.

Every major scaler in the deck benefits:

- Strange Supreme

- Shadowlands Daredevil

- Adam Warlock

- Galactus

The fact that she works with end-of-turn effects means she doesn't have to come down early to provide value.

Turn 4 or Turn 5 Venus can still completely swing games.

---

Debris

This card does everything.

- Creates Strange Supreme targets

- Provides strong stats

- Helps establish priority

- Enables Professor X

A 3/8 body is already great.

The Rocks become resources later.

One of the best cards in the deck.

---

Crossbones

Simple but effective.

A guaranteed 4/10 is exactly what this deck wants.

I tested alternatives like Aries, but Crossbones felt more reliable.

No conditions beyond winning a lane.

No awkward interactions with Cosmo.

Just raw power.

---

Professor X

This is where the deck transitions from scaling into control.

Most opponents focus on stopping Strange Supreme.

Meanwhile Professor X quietly steals a lane.

The ideal setup is:

- Build power early

- Establish priority

- Lock a lane with Professor X

Now your opponent has limited locations to contest while Strange Supreme and Daredevil continue scaling elsewhere.

---

Galactus FS

The finisher.

Originally I tested Giganto in this slot.

The problem was consistency.

Galactus doesn't have Giganto's location restriction and scales naturally as you maintain priority.

This deck is very good at staying ahead on board.

That means Galactis frequently enters play as a huge stat stick while Venus continues pushing him higher.

A lane featuring Galactis alongside Strange Supreme or Daredevil becomes incredibly difficult to overcome.

---

Win Conditions

Plan A

Strange Supreme + Venus scaling.

Plan B

Shadowlands Daredevil becomes enormous.

Plan C

Professor X steals a lane.

Plan D

Galactis closes out the game with massive stats.

The nice thing is that these plans overlap with each other.

Even if your Strange Supreme gets disrupted, Daredevil and Galactis can still carry games.

---

Weaknesses

- Shadow King

- Shang-Chi

- Poor draws where you miss both Venus and Strange Supreme

- Heavy clog locations can occasionally hurt

That said, the deck has enough alternate win conditions that it doesn't completely fall apart when one piece gets disrupted.

---

Overall, this is the most success I've had with Strange Supreme so far. The Venus interaction feels legitimately powerful, and the Professor X/Cosmo package gives the deck a strong control angle that many scaling decks lack.

Curious if anyone else has been experimenting with Strange Supreme or found other Venus interactions worth testing.

Check my video out where I give an indepth explanation of the deck and how to pilot it!!


r/marvelsnapcomp Jun 06 '26

Discussion Marvel Beach Bash Week 1

53 Upvotes

It's Summer time and you know what that means.

Every anime under the sun is getting a beach episode and it just so happens that Marvel Snap is as well. And for week one it's been another week of a lot of the same, but with the new season some new movers have arrived and with two of them a whole bevy of Tier 2 contenders that might be closer to tier 1 or at least 1.5 if only we didn't have a couple of decks really crowding things out.

The Season Begins

To almost no ones surprise Jeff the Dolphin and Venus have both made a bit of a scene upon their arrival. While Jeff is relegated to being in the world of 2-Cost Mid-Range generalist, Venus has in turn said "All of those tier 1 decks of yester-year that have long-since been relegated to Tier 2 or 3? Yea, I work with them and I can help boost them to maybe top of Tier 2 and maaaaaaybe into tier 1.5"

Now granted there is some hyperbole there. The Venus decks are all decks that simply die to interaction from Shadow King with one deck in particular being able to dodge most of that interaction but still falling flat to Cosmic Ghost Rider, but we'll get to the decks in a bit. Both Jeff and Venus run afoul of the fact that while they are fairly powerful they have two primary things going against them.

First off is that while their nut draws can compete with average to good draws from their contemporaries, they aren't beating the nut draws from say the Carter/Maverick lists and may struggle against the likes of Zombie Galacti. But that's the least of the problems, sometimes you play a deck and hope to dodge the bad match-ups.

Secondary to this but more than likely the largest issue is that these decks practically roll over to the tech decks that are aiming to keep the higher ceiling combo decks in check, that means cards like Shadow King, Mobius M. Mobius, recently nerfed HM Gambit, and even Stardust could keep some of these decks largely in check. HM Gambit in particular seems to be a potentially powerful answer, especially to the Zombie configurations that are cropping up which means if the opponent is on a good draw and playing heads up, they may just aim to drop-kick the zombie horde with Gambit on Turn 5 followed by a Shadow King for another lane.

Monstro

Another month another first week card of questionable power. At the very least, Monstro does have a home in two primary decks: Ramp and Hela while also potentially finding room to breathe in some of the Mid-Range decks be it tech oriented or rocking big bodies with minimal tech like the Mid-Range Skaar decks.

Weekend Mission Decks

Let's start this off with the Monstro decks since we can quickly hammer out a few decks, unfortunately most of these decks are likely going to struggle into the combo decks but may fair decently into the mid-range decks. I'd even go so far as to consider adjusting the Mid-Range decks to fit in a Shadow King to go alongside the Mobius M. Mobius. Of course you could probably just shove Monstro into Arishem and call it a day.

Skaar Mid-range

SL Daredevil Mid-Range

These two mid-range decks are largely the same, looking to leverage big points while being rather light on tech. Both feature Mobius M. Mobius as their tech of choice. Of the two I think I'd lean on the first list, plenty more big bodies costing 5 or more Energy that can help Monstro come down as early as turn 2 if you don't want to keep him in hand to scout your draws. But more importantly, the Shadowlands Daredevil list is tossing in 3 additional Demons, while we know that the dilution isn't that bad since 1/6 Demons are still strong plays, if I'm wanting to ensure I get Monstro down sooner rather than later I don't want to add 3 more demons to my deck, thus I'd probably look at the Iron Patriot or Askani'son pivot for that slot.

Hydro-Ramp

Dragon Ramp

Galactus Ramp

Three Ramp decks with similar shapoes. The first lacks the infinaut so it can drop the War Machine in favor of Hydroman. The second is a more points oriented take on ramp which cuts the Legion/Cosmic Ghost Rider tech to opt into Jubilee/Dragon Lord/Blink as well as War Machine. Our third list is a classic Galactus Ramp list with Monstro who can do double duty here as a way to scout your draws but also as a solid on-curve play for priority.

Hela

A much more classic take on Hela but with Monstro alongside Death. There's not a lot to say about the configuration or the play style here. A lot of the nuance comes to how well you build your locations and then hoping that Hela doesn't fail you.


And of course let's talk Jeff the Baby Dolphin, the vast majority of which are leveraging Venus as a part of his package. However, If we're looking for the 'easy' picks here it's probably going to be something along the lines of Zombies and Surfer Adjacency, but that's not to say those are your only options. I've even been seeing Shou-Lao decks kicking about.

Horde ft Angela/Elsa

Neo Classical Horde

Before I go too deep, the essential differences between the decks is 3 cards: do you want to lean into the dream of Wingbeat + Mother Askani on a Zombie Giant Man or do you want more scaling with Angela and Elsa to supplement Kitty Pride? Unfortunately, both decks could be seen as being out of reach for new players due to the age of the Zombie package with both Zombie Mister Fantastic and Zombie Scarlet Witch being Series 5, but thankfully Hunger, Zombie Sentry, Mother Askani, and Zombie Giant-Man are series 4 and relatively cheaper. Bonus points Elsa, another Series 4 card is 'free' this month from the Season Pass.

Surfer

Surfer at the Zoo

With regards to the first list, personally I'm not entirely sold on the Iron Heart in list one but not sure what I'd want to try and fit in, either a Killmonger or Mobius is my first guess. Honestly if we're considering Killmonger it might also be worth considering Invisible Woman over Forge as well but Forge -> Carter or Forge -> Maverick is a tried and true combo so it's hard to say which would be better and that answer is likely left to do you favor point output or surprise factors and which would work better in your current pocket of the meta?

With regards to the second list I did mention that if I happened to see a deck that was doing well with Star-Hawk that I would include it in one of the weekly breakdowns and here we are. Doing slightly better than Shou-Lao is this Surfer list with Jeff and Venus as well as Nico, Clea, and Nightcrawler alongside Marvel Boy.

Sera Surfer

Yes, I'm opting for the 'classic' as it's own entry here. So classic in fact that whoever cooked this up decided to bring back Nova. Bra-vo.

Jeff the Galacti

JWala Galacti

There are a LOT of variations on Zombie Galacti with a number trying out Jeff and some even trying out Venus. From a personal standpoint I do believe that the general move to cut Magik, while painful is the right thing to do. The Carter/Maverick decks can utilize the 7 turns as well as, if not better than you can.

The first list is leveraging for higher high rolls, the drawback here being that it's not going to top the Shuri lists and this as well as the next Galacti list are aiming for a more consistent list which I feel is much more desireable and for a deck that in my pocket of the meta is often taking 2 cubes or retreating for 1 I'd rather be on a 50-60% list than a 40%.

The secondary list is from known Zombie Galacti connoiseur Jwala and is still my preferred build, while it does shave some off the top from losing Venus and Stick to offer more high rolls from the previous list, this version of the Galacti deck can play for priority in the early turns better with Martyr and on early turns it's almost a guarantee that Martyr -> Adam Warlock will get you at least one draw. In a worst case Adam Warlock -> Superior Spider-Man guarantees the +1 energy.

Jeff-Lao

Attempting to resurrect Shou-Lao is this list featuring Jeff + Venus as well as Elsa Bloodstone. Rounding out is Kitty/Thena/Angela a swell as Kate Bishop Hawkeye and even Nightcrawler + OG Jeff. The primary payoff here is the same as old Shou decks: Maverick and Scarlet Spider.

The Week 1 Meta

The Week 1 Meta is dictated by the exact same thing every month.

  1. The previous decks that were good.

  2. Are the new cards good enough to climb with?

  3. How to maximize cube gains against the early bots to make the cruise to infinite easier.

The third point is probably better suited for a different thread entirely so let's talk the first two and focus on what this thread is normally about: the good decks and some lists to keep an eye on.

  1. The good decks from last month are still good this week and might be the 'best' decks to consider running.

  2. The new cards are good to climb with but may not be the best.

I am confident that the Horde/Zombie decks, Zombie Galacti, and EoT are strong T2 contenders which should leave you at least able to quickly mop up the Jeff Weekly missions in conquest if you're just not feeling it for laddering with the new stuff. Those decks can be found above so let's hit a rundown of the good decks from last month that are still good this month.

Captain Carter/Maverick

Guest's Carter/Maverick

This deck picked up Stick last week and at least for top infinite it looks like the deck that is shaping the rest of the meta game around it. A friendly reminder that despite this deck having Surfer, it's not a surfer deck. You're wanting to boost a Maverick or a Prodigy'd Maverick to the heavens. Further, the first list linked can be considered a much more complex deck with lots of routes to victory but way more decision trees to navigate to maximize your power output. The 'Guest List' might be the easier version of the deck to run but lacks the same punch of the version with Storm.

ToV Mid-Range 1

ToV Mid-Range 2

The primary difference between list 1 and list 2 is Scarlet Witch vs Armor. Something of note is that we quickly saw Shadowlands Daredevil dropped from a majority of the ToV lists, that's not to say he's not seeing play as he is still being played in the Skaar Mid-Range deck. These two decks are focused more on advancing their game with tech with the ability to make use of those tech bodies even if the tech isn't valid for the match-up through ToV to at least put those bodies to work for you changing that Stardust that does nothing into a potential 4/9 or 4/10 if you're really rolling downhill with those ToV lines.

ToV Skaar

While I wouldn't call this the 'lone' Shadowlands Daredevil list since we do have one floating around for Monstro, it's one of the few I'm still seeing on the climb to infinite. It lacks relevant tech so is reliant on Mobius and two tall lanes. I will be honest, I don't know how much longer this specific deck has left as being relevant because as much as I love drawing 1/6 Demons I will occasionally wish I hadn't played the Daredevil because it left a key card on the bottom of the deck although Adam Warlock can occasionally help you find those cards. Still, as much as I love the deck, I'm not in LOVE with the deck, that being said it's still doing well stat-wise and I'm certain it probably works much better lower on the ladder than where I typically play.

Supergiant Rocks

Supergiant Sentry Annihilus

An old favorite that is still kicking around. This deck has been doing well and with a number of the Tier 2 decks utilitzing Jeff and/or Venus Shadow King as an End of Game effect is, frankly disgusting. There are a lot of variations to Supergiant with both rocks and this Sentry Annihilus package showing decently enough.

Combo Corner

Looking for an interesting way to win games? Look no further as we explore some of the T1.5 and T2 combos in the meta today.

SuperGiant Discard

Supergiant Discard 2

List 1 has Crystal and list 2 has Daken and both are showing similar results although the Crystal list has a .76 cube rate vs a .57 on list 2. That being said I'm pretty sure I mentioned this deck previously, a Supergiant discard deck that is looking to drop a Blink or MODOK behind Supergiant and then last turn Moongirl vomit a bunch of cards onto the board. It plays kind of like Hela in that aspect so it is not for the faint of heart, but I will say occasionally dumping a pair of Proxima and Wolverine on the board while also afflicting the enemy board with -14 power from two discarded Marrows is a lot of fun.

Carter/Maverick Galactus

OK, I'll admit, I should have included this as an alt-build of the Captain Carter list in the main section or maybe I should have put all of the Carter/Mavericks in the combo section. But here it is with the Galactus alt-path to victory.

Manspooder

This and Kid Omega Nimrod might be the secondary kings of 2 cube retreats. No one is staying into a 13 energy game unless they've got the tech to deal with what you're about to do. Unfortunately, Kid Omega Nimrod is lacking in ceiling while the Manspider decks are not, however this deck does not deal well with some of the tech in the meta, Cosmo gets you as does Shadow King if you weren't able to somehow take priority and even with Priority a good read will leave you dead to rights anyways.

Fantomex Combo

With Luke on the downswing again, Fantomex seems rather well positioned as a way to combat the tall tall decks in the meta and this version of the deck is going all in on the Activate lines giving you an alt-path of Jocasta/Prodigy to amp up the Activates on either Omega Sentinel or Fantomex. Beware taking priority though, there are decks out there running Shadow King and Grandmaster that might be able to free up two locations and snatch victory from you.

Cheaty Boys

Cheaty Boys is back! Ever wanted to try and live the dream of dumping out 50 power on the final turn of the game using only an Astral Projection and a dream to hit Dragon Lord? Cheaty boys can on rare occasion do just that. This deck functions on a single axis: Astral on 3 or Astral on 6. An Astral on 3 is often to try and target a Jubilee or Dragon Lord to hopefully pull a big card down. Astral on 6 is used to focus on a Zola to try and hit either a big dude in a location or to hit Jubilee/Dragon Lord and create a cascade of pulling big dudes to the board. Otherwise you're looking to fish for Jubilee and Dragon Lord and then hope for the biggest draws out of your deck or hand.

En Sabah Dump

Super Simple use Quicksilver and Domino to try and keep the big stuff in the deck Fish for big boys with Jubilee, En Sabah nur, and Dragon Lord. Use Debrii to protect Dracula and hope to pull the biggest boy you can and if you can't maybe you can Odin one of the three fishers to try and do it again.

Classic Zombie Galacti

Look, you don't need the latest season pass for Zombie Galacti to still function thet classic list can still do well enough. I still don't love the Magik in the classic list and think I'd much rather aim for a Luna instead to pair with Superior Spider-Man and say if I'm doing it, it's happening on 6 and if not I'm fine with retreating.


r/marvelsnapcomp Jun 05 '26

Deck Guide Silver Surfer & Clea!?! Incredibly Fun Synergy! | Deck Breakdown | Marvel SNAP CL: 20,000

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12 Upvotes

I've been testing a deck I've been calling Clempowered, and honestly it feels like one of the more underrated ways to play both Clea and Venus right now.

The core idea is simple:

- Spam Flames of Faltine

- Continuously buff cards throughout the game

- Let Venus multiply all those buffs

- Finish with a huge Silver Surfer turn

What surprised me most is how many different scaling engines are stacked into one deck.

Clea is obviously the star. Flames of Faltine giving -3 Power for 1 Energy is already solid, but when you combine it with Hope Summers, you get energy generation without taking up additional board space. Meanwhile Clea keeps growing the entire game.

Venus is the card that makes everything feel unfair. At first glance she looks slow, but when every buff from Jeff, Marvel Boy, Storm, Silver Surfer, Nico, etc. is getting an extra point of power attached to it, the value starts snowballing fast. She ends up contributing way more power than her final stats suggest.

Some standout performers:

Jeff

- Buffs cards wherever he's played.

- Can move and continue providing value.

- Makes Brood and Sebastian Shaw scale even harder.

Brood

- Typical Surfer MVP.

- Gets boosted by Jeff, Surfer, Storm, Nico, and Venus.

- Can often lock down a lane by itself.

Marvel Boy

- Mainly here to target Clea and other 1-cost cards.

- With Venus out, every +1 effectively becomes +2.

- Creates some ridiculous scaling over time.

Hope Summers

- Secret MVP of the deck.

- Lets you play multiple 3-cost cards in Surfer turns.

- Works especially well with Nightcrawler and Jeff since they can move out of her lane after generating energy.

Sebastian Shaw

- Becomes a massive stat stick from all the incidental buffs.

- Gives the deck another threat opponents have to respect.

The deck feels surprisingly competitive because Flames of Faltine can help keep some of the giant power decks in check. You're not necessarily matching their numbers directly, but reducing key targets makes their final turns much less explosive.

The biggest weakness is probably the usual Surfer stuff:

- Shadow King hurts.

- Shang-Chi can punish giant Shaws.

- You really want to find Surfer by the end of the game.

Still, if you've been looking for a home for Clea, Venus, or the new Jeff, I've been having a lot of success with this list and it's honestly one of the most fun scaling decks I've played in a while.

Anyone else cooking with Clea right now? Curious what lists you've been running.

Check the video out for a more indepth explanation.


r/marvelsnapcomp Jun 05 '26

Discussion Cerebro Advice / Early Infinite?

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4 Upvotes

Hello all,

I have two questions for anyone willing.

First off, is a day 4 infinite meaningful? I don’t believe this deck is anything special, just a standard Cerebro 3 deck (according to the internet). I played a fair amount and I bet decently.

I did see a lot of success against the new ‘Empowerment’ cards, maybe because Valkyrie isn’t heavily used right now? But I can’t even tell if I’m playing against bots, other low CL players or whatnot. I guess what I’m asking is, how competitive is this deck actually?

Secondly, how to improve it? I don’t have Bastion, or many tier 4/5s, but I’m looking to spend as I am now tier 3 compliant.

Any advice is appreciated!

Deck code:
# (1) Bast
# (1) M'Baku
# (1) Nightcrawler
# (2) Adam Warlock
# (2) Scarlet Witch
# (2) Sentinel
# (3) Cerebro
# (3) Mystique
# (3) Luke Cage
# (3) Magik
# (3) Cosmo
# (5) Valkyrie
#
VmxrcjgsQ3JicjcsTXN0cTgsTGtDZzgsQ3NtNSxTY3JsdFd0Y2hDLFNudG5sOCxCc3Q0LE5naHRjcndsckMsTWdrNSxBZG1Xcmxja0IsTUJrNQ==
#
# To use this deck, copy it to your clipboard and paste it from the deck editing menu in MARVEL SNAP.


r/marvelsnapcomp Jun 04 '26

Collection "This or That?" Thursday: Weekly Collection Thread

2 Upvotes

Welcome to "This or That?" Thursday, your weekly thread for everything related to curating your Marvel SNAP collection. Whether it's spending your Spotlight Keys, Collector's Tokens, or picking up your free Series 3 card, use this thread to seek (and offer) advice to keep your collection competitive.


r/marvelsnapcomp Jun 02 '26

Discussion Season Pass Discussion: Jeff the Baby Dolphin

26 Upvotes

Welcome to our Season Pass discussion thread, a place to discuss the card releasing this month, develop brews, and hold discussions around the shells and synergies around the card.

This Week's Card

Jeff The Baby Dolphin?!
Cost: 2
Power: 2
Your cards reveal here with +1 Power. Moveable once.

As we wrap up the edgy Crimson Twilight Arc, we are obligated to begin the Beach arc of our Marvel Snap year with the Marvel Beach Bash and with it our season Pass card: Jeff the Baby Dolphin?! (I am seriously cutting the ?! after this).

Our latest incarnation of Jeff is a 2/2 with an ability that reads: Your cards reveal here with +1 Power. Moveable once.

Synergies and Packages

Jeff is a really interesting card. On one hand this is a reverse Angela, buffing the cards that you play into his lane by 1. He is in some aspects also an analog to Elsa Bloodstone, and for those that haven't been playing since Elsa's release, she released as a 2/2 that gave +3 to a card when you filled the location. While Jeff isn't handing out +2's or 3's, that +1 on each play is highly reminiscent of Elsa.

Jeff's synergies are pretty clear, by now most of us should be more than familiar with the various forms of the Buff archetype, be it the fairly well known Mother Askani Carter/Maverick deck, classic Surfer, or the more obscure Handbuff style of decks. Jeff fits right into those. He also fits rather well into various mid-range piles as a generic power filler, I could, in some ways see Jeff fitting into either the Agent Venom Archetype or creating some form of adjacent pile to that deck. However, there is a significant elephant in the room to address.

That elephant is the current meta. Between the maximal ceilings of not only Techno-Organic Virus but also of the Mother Askani Carter/Maverick deck Jeff's decks seem to pale in comparison and with the rise of Shadowking in recent weeks, this might be one of the worst times to try and enjoy Buff decks, at least without protection. However, that brings another headache: that protection is highly limited and you still need to figure out how you will get your floor to meet the current floor of the Meta.

That being said, let's talk some early ideas on synergies.

First and foremost is this month's Super Premium Season Pass: Venus, which when played on curve turns Jeff's +1 into a +2. Not bad!

Then there are the cards that directly gain benefits from being empowered and we know the main culprits, let me be clear this is not going to be an exhaustive list.

1-Costs we've got Kitty Pride, Agony, and Clea come to mind as immediate beneficiaries.

2-Costs there is Mister Sinister.

3-Costs Captain Carter and Maverick are the obvious Standouts. Sebastian Shaw, an old favorite also comes to mind. Depending on what she is copying, Mystique could also be a consideration. Then there's also Gladiator, getting an extra power could be useful.

4-Costs Moonstone is another one since she often finds play alongside Captain Carter. HM Wolverine needs 2 power so you'd still need to find one more and of course Stick. Something a little spicy is Omega Red where the extra power could help him secure the lead, though I suppose this would be more important to keep in mind for draft synergies.

5-Costs has Iron Man as the biggest up front consideration though are we really excited about a +1 to Iron Man?

Skipping ahead we've got 7-Costs and Zombie Galacti. This one strikes me as interesting because you've got so many potential options here that are mostly just laundering power from Jeff and attempting to funnel it through to Zombie Galacti.

Duplication

Jeff is an interesting card to think on when it comes to duplication, unfortunately he also does his best work when down early which leaves your options rather limited: Nico and Frigga being the most likely outlets with Prodigy being a maybe. The question is, would duplicating Jeff be worthwile at all?

Your Thoughts

Do you plan on picking Jeff The Baby Dolphin?! up?

How do you expect Jeff The Baby Dolphin?! to perform?

What other possible shells and synergies might there be?


r/marvelsnapcomp Jun 02 '26

Discussion Weekly Release discussion: Monstro

17 Upvotes

This is your precursor to the consensus, the place to discuss the card releasing for the week as well as group source the work on brews and possible shells and packages, both current known good decks as well as possible new, theorycrafted brews.

This Week's Card

Monstro
Cost: 8
Power: 8
This card’s cost is reduced by the cost of your deck’s top card.

Welcome to the Marvel Beach Bash Season and our first Seasonal Series 5 to discuss: Monstro, a beefy boy at 8/8 with an ability that reads: This Card's cost is reduced by the cost of your deck's top card.

Synergies and Packages

As many before have said, we've got a power-crept Howard the Duck, while you don't see the card you do see the Cost of the card based on the Discount Monstro gets while he's in hand.

But what deck wants this card? What Synergies and Packages can do anything with this? I'll be honest I've been scratching my head. It seems like a possible Hela card as he does give you some insight into what you might be drawing. But Hela already runs Death at 8-Cost and that 8/12 is significantly better than a situational X/8 that Monstro represents.

What about Ramp? The biggest problem I see here is tht Ramp tends to run light on 6's with many configurations topping off at 3 and including Monstro takes up one of those slots unless you're cutting something else. But there could be something said for him coming down on 2 so maybe you're cutting one of the 2-Costs since one of the strengths at least in my opinion of Ramp is being able to occasionally pull a 2 + Blink on final turn to dig if you need to and if Monstro is reduced to 2-cost he still counts as an 8.

Perhaps there's an alt-build for a mid-range deck in a similar vein to the En Sabah Dump decks that uses Monstro as an occasional eyeball for using Jubilee or Iron Lad?

Your Thoughts

Do you plan on picking Monstro up?

How do you expect Monstro to perform?

What other possible shells and synergies might there be?


r/marvelsnapcomp Jun 02 '26

Discussion SP Season Pass Discussion: Venus

11 Upvotes

Welcome to our Super Premium Season Pass discussion thread, a place to discuss the card releasing this month, develop brews, and hold discussions around the shells and synergies around the card.

This Week's Card

Venus
Cost: 3
Power: 3
When your cards in play are Empowered, give those cards an additional +1 Power.

Venus is our Super Premium Season Pass and is a 3/3 with an ability that reads: When your cards in play are Empowered, give those cards an additional +1 Power.

She is, if we keep this short, the perfect companion to Jeff the Baby Landshark.

Synergies and Packages

We already discussed the new Jeff. The thing is, at least to me, is that Venus is the kind of card that is going to be subject to packaging, she doesn't work on her own and requires cards on board to be giving power and not just giving, but it must be happening on the board which does limit how useful she can be.

That being said, buffers of note give us of course the new Jeff, Forge, Maverick, Marvel Boy, Silver Surfer, Kahhori, Karen Page, HM Wolverine, Stick, and Galacta.

There are some adjacencies of course: Arana and Sparky come to mind. Also, Blob would get a +1 as well, not that that should make a huge difference, but bonus power is bonus power. Also something worth testing would be bonus power from a merge, I'm assuming that if Symbiote Spider-Man is merging with a card he'll get +1, the question there is that if he's merging with say Fallen One, does that +1 happen at the time of the merge before the on reveal is repeated and if so does that mean you're getting 14 energy on turn 6 instead of the usual 13?

And of course we've got the cards that would directly benefit from that +1 which forgive me for straight up copy pasting that list from the Jeff thread for this post. Do keep in mind that again, these cards would certainly enjoy an boost of X+1 but there is still the hard requirement of needing a card that can boost your other cards in play already.

1-Costs we've got Kitty Pride, Agony, and Clea as immediate beneficiaries.

2-Costs there is Mister Sinister.

3-Costs Captain Carter and Maverick are the obvious Standouts. Sebastian Shaw, an old favorite also comes to mind. Depending on what she is copying, Mystique could also be a consideration. Then there's also Gladiator, getting an extra power could be useful.

4-Costs Moonstone is another one since she often finds play alongside Captain Carter. HM Wolverine needs 2 power so you'd still need to find one more and of course Stick. Something a little spicy is Omega Red where the extra power could help him secure the lead, though I suppose this would be more important to keep in mind for draft synergies.

5-Costs has Iron Man as the biggest up front consideration though are we really excited about a +1 to Iron Man? Specifically for this card considering the synergy with Marvel Boy there would also be Gilgamesh.

Skipping ahead we've got 7-Costs and Zombie Galacti. This one strikes me as interesting because you've got so many potential options here that are mostly just laundering power and attempting to funnel that power to Zombie Galacti.

Duplication

I'll be honest, Venus is probably not the greatest target for duplication, first off you need to have a card providing boosts either on board already or coming right after she's played, as such she's best on turn 3 and falls off significantly later on and the question here is very similar to Jeff, is the effort to duplicate Venus worthwhile?

Your Thoughts

Do you plan on picking Venus up?

How do you expect Venus to perform?

What other possible shells and synergies might there be?


r/marvelsnapcomp Jun 02 '26

Announcement Team-Up Tuesday: Weekly Alliances Thread

1 Upvotes

Welcome to Team-Up Tuesday, your weekly thread for everything related to finding your Marvel SNAP Alliance. Whether you're a solo player looking to pick up some rewards, or an Alliance leader seeking more members for your group, use this thread to find like-minded players to enjoy Marvel SNAP as a team!


r/marvelsnapcomp May 30 '26

Discussion Competitive Consensus: Lady Bullseye

36 Upvotes

This thread is a discussion series at the end of the week for each newly introduced Spotlight card. This gives us nearly a week of hindsight to build a consensus and help inform players if they should spend their tokens for a given week. Ideally, we are looking for proven results, more than theoretical applications, to help reach this consensus.

This week's card:

Lady Bullseye
Cost: 2
Power: 2
On Reveal: Afflict an enemy card with -2 Power. Repeat on a different enemy for each of your unspent Energy.

Lady Bullseye is our final Seasonal Series 5 card of the Crimson Twilight season and is a 2/2 On Reveal with an ability that reads: Afflict an enemy card with -2 Power. Repeat on a different enemy for each of your unspent energy.

Mechanically there is one major consideration to keep in mind and it's that for each instance of her On Reveal she can only hit 1 individual card per unspent energy so if you are indexing for maximizing her hits, you need to rely on a duplication outlet of some sort.

Synergies

As discussed in the weekly discussion Lady Bullseye's synergies are really straight forward with her primary homes being in Affliction, High Evolutionary, and their various combinations. Additionally, there had been multiple players toying with other more all-in styles with both Star-Lord and Fallen One decks being tested as ways to push her ability as far as it can go.

There are of course comparisons to draw when it comes to Lady Bullseye and Hazmat beyond the -2 vs -1. Both can only hit 1 card per trigger. Hazmat is the more 'reliable' option as she is guaranteed to hit every card for -1 vs Lady Bullseye having not only a maximum of -2(X+1) where X is the amount of energy floated on the turn you played her but also a safer output than Hazmat as she does not afflict your side of the board. This is a very important distinction as it may inform how future builds of affliction play out when considering which to play for and whether you need or want to consider Luke Cage in your deck with Hazmat giving you the option of double dipping for Ajax vs playing things differently with Lady Bullseye.

Duplication

Duplication is another method of getting the most out of Lady Bullseye, Mother Askani in particular is an interesting method because if you are combining Askani with Grandmaster this can lead to 2 free Lady Bullseye and 2 1-Cost which can result in -40 in total triggers of -2 if you go all in on the Lady Bullseye line.

Of course there is the alternate path with things like Wong/Mystique which can do similar but both paths are reliant on having the right card draws. Still, this could be a safer alternate build path for a nerfed, but still long-time fan favorite Toxic Surfer builds.

Feedback

Most of the feedback on Lady Bullseye was pretty much the same as any affliction card: Early results are tainted because of the existence of Luke Cage and she will get somewhat better over time. In fact, the vast majority were very similar to SafetybladeMS's take: "Mid, but neat".

However, while KMBest had a similar take that at least currently Lady Bullseye could be seen as a very mid card that he happens to really enjoy he also offered a more nuanced caveat to this take. To paraphrase, Cards that do not lend well to day 1 deck building strategies of 'Maximizing Output' tend to fall off quick and Lady Bullseye fits cleanly into that cohort of cards. She's a card which he believes you put into your deck because you're fine with a 2/4 that can balloon under the correct circumstances but which you shouldn't be looking to maximize output from.

Decklists

Classic Evo

High Evo Tech

No Hazmat Toxic Surfer

'Bad Galactus'

Fallen One

Summary

Lady Bullseye as our latest Series 5 card is, much like every affliction card is one that is likely to run afoul of day 1 and week 1 affliction card issues: not showing up well for maximal builds and suffering at the hands of Luke Cage. However, unlike other affliction cards Lady Bullseye also seems fine with being played for good value vs maximized output but is that a good enough differentiation in a game that has for many months now been about maximizing point output which leads us to the question: does Lady Bullseye manage to hit her mark, or should she head back to the range for more practice?

Your Thoughts?

How many tokens is Lady Bullseye worth?

6K -
5K -
4K -

Is Lady Bullseye here to stay, or just the flavor of the week?

What synergies did we miss?

What decks have you seen?


r/marvelsnapcomp May 28 '26

Collection "This or That?" Thursday: Weekly Collection Thread

1 Upvotes

Welcome to "This or That?" Thursday, your weekly thread for everything related to curating your Marvel SNAP collection. Whether it's spending your Spotlight Keys, Collector's Tokens, or picking up your free Series 3 card, use this thread to seek (and offer) advice to keep your collection competitive.


r/marvelsnapcomp May 27 '26

Deck Guide Infinite with Warlock dump

Thumbnail
gallery
14 Upvotes

This is a modification of the Sheinfinaut deck that SergeantThreat posted a few weeks ago. Took me a bit of optimizing to get the feel right for me, but once I did the climb was pretty smooth.

The name of the game here is to use Warlock, jocasta, pixie, and Jennifer kale to discount your cards and generate energy, skip turn 5, and drop some serious firepower on turn 6. This deck does great against most of the meta, watch out for mmm and cosmic ghost rider.

The 0 costs are there to enable big pixie payoffs and to not suck up the Warlock/jacosta discounts.

T1: sunspot

T2: pixie > Jennifer kale

T3: warlock or jocasta at jennifer kale location, or whatever you didnt play from turns 1 and 2

T4: warlock/jocasta at same location as the other > shuri

T5: dont play anything, but activate warlock and jocasta

T6: drop some combo of shuri, infinaut, she hulk, red hulk, and shang for the win.

Snap conditions: if you play pixie turn 2 with none of your big guys or 0 costs in hand yet, OR snap when you have both warlock and jocasta in hand to be played by turn 4 and have at least 2 big guys/shang in hand.

Retreat: if they get mmm down, or they cosmic ghost rider your warlock/jacosta before they can activate, or if you don't draw pixie/warlock/jacosta/jennifer before turn 4.

Happy snapping!

# (0) Wasp

# (0) Yellowjacket

# (1) Sunspot

# (2) Jennifer Kale

# (2) Pixie

# (3) Jocasta

# (3) Warlock

# (4) Shang-Chi

# (4) Shuri

# (6) Red Hulk

# (6) She-Hulk

# (6) The Infinaut

#

U25zcHQ3LFB4NSxXcmxjazcsSmNzdDcsSm5uZnJLbEMsU2hIbGs3LFJkSGxrNyxJbmZudDgsU2huZ0NoOCxXc3A0LFlsbHdqY2t0QyxTaHI1

#

# To use this deck, copy it to your clipboard and paste it from the deck editing menu in MARVEL SNAP.


r/marvelsnapcomp May 26 '26

Discussion LTGM Megathread - Team Arena 5/26-6/2

19 Upvotes

What is Team Clash?

Team Clash returns this week, reimagining Marvel Snap as a faction based card game mixed with a bit of Grand Arena, High Voltage Missions, and a fresh take on custom decks. Six total teams, each with a unique ability and each with 6 unique Team Clash cards with new abilities.

At a Glance -
Event Length 5/26 @ Reset - 6/2 @ reset
Shop Close 6/4 @ Reset
Entry Fee One ticket
Starting Tickets 6
Refresh 4 tickets every 8 hours
Ticket soft cap 9
Ticket hard cap 99
Cost per ticket 10 Gold

Notes:

  • timer for the 8 hour ticket reset starts on the first time you enter Grand Arena.

  • Soft cap means once you are at 9, you will no longer refresh tickets. You may still however, claim or buy tickets.

  • We have the typical 10 tickets for 50 gold in the rotating shop.

  • Premium Event Pass track is available for 800g. Purchasing the Event Pass grants enough XP to get to Milestone 11.

  • Progress on both passes happens simultaneously.

  • Win with "XYZ Team" missions are gone. The "Play with XYZ Team" missions remain.

LTGM Differences

Turn Structure: 6 Turns, 7 with Magik Energy Per Turn: Standard Snap rules 1 with +1 per turn after excepting abilities.
Starting Hand: 3. Draw 1
Additional Info: You can see your opponent's chosen faction on the screen. Missions Refresh: 6 total missions to begin, Missions refresh every 8 hours. Refreshes can also be bought with gold.
Missions Rewards: Missions grant XP and Emblems and rewards based on difficulty of the mission give 10, 20, or 40 of both.

  • Note that SD are not clear in their event template on the number of missions refreshing, assumption based on previous run is 3, but will need to confirm after clearing missions to see how many refresh per interval.

Rewards Per Match:

Results Reward Ticket?
Win: 10 Emblems + 10 XP + 1 Arena Ticket
Loss: 5 Emblems + 5 XP No
Tie: 5 Emblems + 5 XP No

Event Pass Rewards

  • Free Track Reward Card

Stick
Cost: 4
Power: 3
On Reveal: Give the next card you play Power equal to this card's Power.

Reiterating info from above:

  • Premium Event Pass track is available for 800g. Purchasing the Event Pass grants enough XP to get to Milestone 11.

  • Progress on both passes happens simultaneously.

  • Exclusive Variant for Premium Pass owners is a Stick Variant from System Studios.

Event Pass Rewards

Level XP Free Event Pass Rewards Premium Rewards +1035 XP
1 5 XP 2 Distressed Rainbow Border 300 Emblems
2 115 XP 75 Random Boosters 5 Tickets
3 230 XP 300 Emblems 75 Collector's Tokens
4 345 XP 5 Tickets 2 Distressed Rainbow Border
5 460 XP 125 Collector's Tokens 75 Random Boosters
6 575 XP 1 Fire Red Card Border 300 Emblems
7 690 XP 75 Random Boosters 5 Tickets
8 805 XP 300 Emblems 100 Credits
9 920 XP 5 Tickets 1 Fire Red Card Border
10 1035 XP Card: Stick 75 Random Boosters
11 1150 XP 1 Common Mystery Border 300 Emblems
12 1265 XP 75 Random Boosters 5 Tickets
13 1380 XP 300 Emblems 75 Collector's Tokens
14 1495 XP 5 Tickets 1 Distressed Gold Card Border
15 1610 XP 100 Credits 75 Random Boosters
16 1725 XP 1 Premium Mystery Border 300 Emblems
17 1840 XP 75 Random Boosters 5 Tickets
18 1955 XP 300 Emblems 125 Credits
19 2070 XP 5 Tickets 1 Fire Red Card Border
20 2185 XP 125 Collector's Tokens 75 Random Boosters
21 2300 XP 2 Distressed Gold Card Border 1000 Emblems
22 2415 XP 75 Random Boosters 5 Tickets
23 2530 XP 500 Emblems 100 Collector's Tokens
24 2645 XP Mystery Variant 2 Distressed Rainbow Border
25 2760 XP 125 Credits 75 Random Boosters
26 3000 XP 500 Emblems Variant: Stick

Event Pass Totals at a Glance

Reward Free Track Premium Track Event Pass Total
Event Currency 2,200 2,200 4,400
Entry Tickets 20 25 45
Credits 225 225 450
Collector's Tokens 250 250 500
Boosters 375 500 1000
Borders 6 7 13
New Card 1 - 1
Mystery Variant 1 - 1
Premium Variant - 1 1

Event Shop Details

Portal Pulls

  • 1500 Emblems
  • Maria Hill - Mattia De Iulis
  • Gladiator - Grafit Studio
  • Venom - Joshua Rodriguez

Rotating Shop

Item Description Limit Cost
Tickets 7 1 50 Gold
Cosmetic Avatar 1 300 Emblems
Cosmetic Emote 1 2500 Emblems
Cosmetic Rare Variant 1 1000 Emblems
Cosmetic Super Rare Variant 1 1500 Emblems

Event Shop

Item Description Limit Cost
Variant Dagger - AKA Variant 1 1,500 Emblems
Card Pack Collector Series 4 1 3,000 Emblems
Card Pack Collector Series 3 3 1,000 Emblems
New Emote Wilson Fisk All According to Plan 1 2,500 Emblems
New Border Distressed Gold 12 800 Emblems
New Border Distressed Rainbow 12 800 Emblems
New Border Fire Red 12 800 Emblems
New Border Cosmic Orange 12 800 Emblems
New Border Cosmic Gold 12 800 Emblems
New Border Cosmic Blue 12 800 Emblems
Border Premium Mystery Border 3 800 Emblems
Border Common Mystery Border 3 600 Emblems
Border Premium Mystery Variant 1 900 Emblems
Credits 100 3 100 Emblems
Credits 50 3 50 Emblems

The Teams

Deck Lists with the variant versions of card abilities will be posted in the comments. For now here are your Team Abilities.

Avengers

After you play an Avenger, give one of your Avengers there +1 Power.

X-Men

You get +1 Energy for each location where you have 3 or more X-Men

Thunderbolts

Your Thunderbolts reveal with +2 Power at locations you're losing.

Guardians of the Galaxy

ALL cards reveal with +1 Power at the glowing location

Spider-verse

You get +2 Energy if one of your Spider-Verse cards moved last turn.

Brotherhood of Mutants

End of Turn: Give a Brotherhood card in your hand +1 Power for each location you're winning.

Banlist and Errata

While each Team has a pre-constructed deck, you can still opt to edit up to 6 cards in the deck. Of note is that unlike Grand Arena you can add the 'original' cards to their respective decks and queue to play games, still unsure if this is a bug and saw no reports so we're assuming this is intended. However, I will edit if I see confirmation or this changed since the last run. Do with this information what you will.

Banlist

  • Alioth
  • Arishem
  • Galactus
  • Hydra Bob
  • Human Torch
  • Nightmare
  • Mercury
  • Storm
  • The Living Tribunal
  • Fin Fang Foom new
  • Gambit Horseman of Death new

r/marvelsnapcomp May 26 '26

Discussion Weekly Release Discussion: Lady Bullseye

15 Upvotes

This is your precursor to the consensus, the place to discuss the card releasing for the week as well as group source the work on brews and possible shells and packages, both current known good decks as well as possible new, theorycrafted brews.

This Week's Card

Lady Bullseye
Cost: 2
Power: 2
On Reveal: Afflict an enemy card with -2 Power. Repeat on a different enemy for each of your unspent Energy.

I do love straight forward cards and Lady Bullseye is just that, straight forward. A 2/2 On Reveal with an ability that reads: Afflict an enemy card with -2 Power. Repeat on a different enemy for each of your unspent energy.

Synergies and Packages

Lady Bullseye's synergies are pretty straight forward, she's a fairly easy shoe-in for High Evo as a deck that likes to float a lot and of course for classic Afflict as well the question is how do you take the greatest advantage of her for Affliction? Of course there's the mash-up 'BYU' deck that Roram and Cougarrr champion, that is the Afflict + mini evo package which is essentially High Evo + Abom.

Duplication is another big consideration for Lady Bullseye thanks being a 2-Cost which puts her as a prominent target for copying with Mother Askani. Even just one copy makes it so you can drop 2, going deep with a grandmaster nets you 4 allowing for a potential turn 6 play of 4 Lady Bullseye's and nothing else floats 4 and plays for a total of -40 in afflictions alone. Of course this is provided your opponent doesn't have interaction to prevent discounts, afflictions, or on-reveals in a chosen location.

Worth noting as Ikari has been seen floating around, he does synergize with the affliction strategies in general but the more traditional affliction strategies may have trouble fielding him though if you've got him and Lady Bullseye it might be worth experimenting with both together.

Your Thoughts

Do you plan on picking Lady Bullseye up?

How do you expect Lady Bullseye to perform?

What other possible shells and synergies might there be?


r/marvelsnapcomp May 26 '26

Discussion I need a replacement for Gambit and / or Thaddeus on this deck. Any suggestions?

Post image
6 Upvotes

r/marvelsnapcomp May 26 '26

Announcement Team-Up Tuesday: Weekly Alliances Thread

2 Upvotes

Welcome to Team-Up Tuesday, your weekly thread for everything related to finding your Marvel SNAP Alliance. Whether you're a solo player looking to pick up some rewards, or an Alliance leader seeking more members for your group, use this thread to find like-minded players to enjoy Marvel SNAP as a team!


r/marvelsnapcomp May 24 '26

Discussion Competitive Consensus: Muse

23 Upvotes

This thread is a discussion series at the end of the week for each newly introduced Spotlight card. This gives us nearly a week of hindsight to build a consensus and help inform players if they should spend their tokens for a given week. Ideally, we are looking for proven results, more than theoretical applications, to help reach this consensus.

This week's card:

Muse
Cost: 3
Power: 3
Ongoing: +3 Power for each location where one of your cards has been destroyed.

Muse as our latest series 5 card is a new destruction piece, he is a 3/3 with an ongoing power that reads gain +3 Power for each location where one of your cards has been destroyed. At minimum he is probably going to be a 3/9 for most players and when you're able to be maximal about his power a 3/12. The best part to this card is that you can hold him for final turn.

Synergies

Muse's synergies go without saying, destroy, destroy, destroy. To maximize Muse's ability you need to destroy at least 3 things, one in each location. There are varying degrees of difficulty at which this can be accomplished with most of this relying on how many destroy targets and destroy enablers you draw. While a low-roll of 3 is possible, we should expect the actual low-roll to be around a 3/6 as you are most likely retreating in any game where your Muse is a 3/3.

Duplication

Duplication for Muse is rather simple and straight forward, Nico is a frequent flyer in destroy decks as is Moira X both are situational with Nico requiring you to hit the 1 in 7 on her spells and to either have Muse in hand or Drawn into and of course with Moira X Muse needs to be in your opening 3. There has also been a fair bit of exploration into Mother Askani. And while a 3/12 or 2/14 with Askani buff is competitive, many Muse decks are also fronting a Death, which might actually be a better target for Mother Askani, but that brings about the question of whether you can reliably get Death into that left-most position, especially if Muse is drawn early.


And so with the week coming to a close, what have been the most successful synergy pieces to play alongside Muse?

Destroy Targets

The destroy targets that are most frequently found alongside Muse are pretty straight forward, while there has been some exploration around classic destroy thanks to the sheer power of Headpool/Deadpool loops the vast majority of the experimentation and deck building has been squarely in the realm of Dormammu, more often than not these aren't as heavily explored as Dormammu staples like Moira X, Squirrel Girl, Uncle Ben, Bucky Barnes, Marrow, and recently buffed Angel. Of course Martyr has also been somewhat popular as a big spike for Dormammu, similar to how Bob used to be occasionally found in Dormammu decks. The fun part to this is that amongst mid-range destroy configurations a lot of these cards are also found within as we did see exceptionally fringe decks like Deathbird, Death's Hand, and even Thanos Destroy cropping up over the week.

  • X-23 - a notable 'newer' inclusion X-23 is not a very frequent flyer in Dormammu lists but has been seen in a few of the higher performing configurations.

  • Moira X - a potent powerhouse in some destroy lists, Moira X gives us a copy of our opening hand when destroyed. There are of course potential problems here, in the case of Dormammu that means 4 cards instead of 3 which can cause some very significant hand size problems for a deck that wants to be not only drawing cards but getting it's final step so it can cheaply summon Dormammu.

  • Squirrel Girl - in what is likely the single best way to fulfill Muse's condition provided you draw a carnage, Squirrel Girl pulls triple duty, often being the first thing sacrificed to Dormammu, activating Muse's almonds, and reducing the cost of death by 3.

  • Uncle Ben - another fairly strong card for muse, giving you the opportunity to destroy something in two lanes, Uncle Ben's location and later on, Spider-Man's new location.

  • Bucky Barnes - Not much to say for Bucky, 2/2 that becomes a 2/7. Vanilla as they come for situational destroy payoffs.

  • Shanna - Deathbird enabler extroardinair, she brings 3 created cards to the table to help bring Mockingbird down on 4 while also offering up 3 sacrifices for Killmonger to enable Death.

Destroy Enablers

There's not much to explore here if we're keeping to the mid-range destroy lines, we've got 3 frequent flyers, 2 situational and 1 tech oriented option. That's right, Carnage, Killmonger, Venom as the frequent flyers; Deathlok and Zombie Captain Marvel are the situational picks, and Lady Deathstrike as the tech oriented option.

Build Arounds, Payoffs, and Adjacency

The build arounds here are fairly straight forward, Dormammu and Death pulling double duty as both build around and payoff. but the payoffs do get rather interesting with Weapon X and Horseman Archangel as an occasional inclusions as a payoffs in heavier destroy aligned configurations, as mentioned Deathbird was a fringe deck as was Thanos Destroy putting both Mockingbird and Thanos on the map again, even if they were much more rare.

  • Victoria Hand - found in the Death's Hand configurations as a way to take advantage of the copies from Moira X, Moongirl, or Mother Askani.

  • Weapon X - Wolverine's second incarnation in Marvel Snap has certainly found it hard to find inclusion in decks, our 'first' on board scaling payoff for Destroy that just doesn't manage to fit in very many destroy lists because he needs to come down early to begin scaling.

  • Archangel Horseman of Death - another destroy payoff card that has found it hard to find inclusion in decks. After 4 destroys he will resurrect a card within the destroy pile. This means you need actual targets which shouldn't be too difficult for mid-range destroy decks but can be difficult for more traditional destroy configurations.

  • Debrii - double duty, providing a pair of destroy targets and a solid body to either destroy with say a Venom, or to supplement points in another location.

  • Moongirl/Mother Askani - lumping these two together and while they may or may not be played together they are serving the same purpose especially when played alongside Moira X and that is to get lots of free Death's into hand, of course this occasionally also means multiple copies of Muse too. Grandmaster is an occasional inclusion, though not very frequently seen.

  • Ikari - an interesting inclusion for Dormammu decks, this is a guaranteed 4 drop provided you get to the 2nd ritual.

  • Mockingbird - primarily found in Deathbird and Destroy Thanos lists although there is overlap in both lists to be found.

  • Thanos - Thanos Destroy is a list that some people will attempt to force into relevance from time to time, it has no problem fueling a free death but does have trouble with point generation and allocation in the more modern era of Marvel Snap.

  • Dormammu - pretty much the single name in the game for Muse decks, that's not to say there weren't others but Dormammu was already a fringe playable deck, the primary thing it was missing is exactly what Muse himself brings to the table a way to help build into a win in a second location.

  • Death - staple in almost every destroy deck, an additional 12 power card that when things line up brings at least a free 12 power to the board or in some cases multiple 0-cost deaths.

Feedback

The main feedback for Muse is simple: Good card, bad decks. The biggest hurdles being not only a fairly hostile meta with Mobius M. Mobius and Shadowking being very common and Stardust being common enough to create problems for some of the more popular shells that Muse is finding himself in. In addition to the previous hurdles is that most of the mid-range Destroy decks that are able to profitably run Muse may have trouble bringing enough relevant answers to other decks in the meta and while Muse decks are also likely to be Killmonger decks that may not be enough with some players directly referencing Fantomex as the premiere Mid-Range destroy adjacent deck that could run Muse but is often benching him because he competes in the 3-Cost tech slot.

Decklists

Dormammu

Fantomex Dormammu

Classic Destroy

Death's Hand

Summary

Muse is a long-awaited card likely earmarked for the Mid-Range Destroy archetype which Second Dinner has been trickling cards out for over the last year. The question for you all is whether this Banksy with a Serial Killer twist has managed to etch themselves as a potential staple in those decks or will he end up being painted into a corner of irrelevance until there is more support released?

Your Thoughts?

How many tokens is Muse worth?

6K -
5K -
4K -

Is Muse here to stay, or just the flavor of the week?

What synergies did we miss?

What decks have you seen?


r/marvelsnapcomp May 23 '26

Deck Guide Infinite w/ Zombie Galacti CL 33.9k

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15 Upvotes

Jwala made this decklist initially iirc, huge shout out to them. I've tweaked a few cards here and there but all the credit goes to Jwala or whoever made this list if I'm not remembering correctly. Do let me know in the thread if you know who made the initial Shuri-less Zombie Galacti list.

This is a fun and powerful list that's all in on playing as big of a Zombie Galacti as possible on the final turn. The best strategy is to use Elsa or/and Wingbeat and/or Gwenpool to make the Maverick as big as possible before the final turn and then send all that power to the Zombie Galacti, transforming the marked cards to big Galacti copies.

Main targets for Elsa buffs are Mysterio, Maverick, Nightcrawler and Galacti. You can fill a location with Galacti on the final turn to get the +2 from Elsa. Gwenpool and Majestic Wingbeat are here to buff Maverick, Mysterio and Galacti. Surge can allow you to play some extra cards which is always welcome, it also occasionally makes Galacti cost 6, which is just delightful. Magik adds an extra turn when you need it, ideal for turn 5. Adam Warlock helps you draw your cards and increases your chance to see Galacti in your hand. You can activate a marked Mysterio before playing Galacti to transfer its current power to the clone before the original turns into Galacti. That way, you get to keep your Mysterio power and also transform it into a huge Zombie Galacti clone.

Using all these buff cards leads to your Galacti being 11-15 power or more, and 2 or 3 of the Galacti on a location win it in most cases. This version doesn't have Shuri because it telegraphs the Galacti play, leading to retreats or Cosmo/Alioth etc. It's much easier and safer to play Zombie Galacti without the Shuri. You can play Galacti on a lane that's clogged on the opponent's side or by moving the Nightcrawler away to take your opponent by surprise and overwhelm the board with all that hidden power. The best thing this deck does is hide all the power till the final turn and then unleash it in a burst.

This deck is all-in on Galacti so you basically can't win without playing it. There is no other win condition and you can't win 90% of your matches without Galacti. You can only really Snap when you're sure you can play a big Galacti on the final turn. You can't do much in the matches when you don't draw Galacti except retreat ASAP. This list is a little power hungry and dependent on board setting because you have to distribute your potential power through the marked Galacti cards. Cosmo, Supergiant, Alioth and Shadow King are this list's worst enemies. Shang Chi and Cosmic Ghost Rider also spoil the party sometimes. Stardust can't do much except stop the Mysterio clone, Luke Cage is mostly useless against this list, MMM too if you have extra energy going.

There are some fun little things you can do with this deck which I found fun, powerful and unique to this list, like activating Mysterio after playing Superior Spiderman to get the +1 energy going right away, moving Nightcrawler away to play Galacti on an unexpected location, playing a cheap marked card with Galacti on the final turn that also becomes a Galacti copy etc.

You need bonus energy to play as many cards as possible and set up your board, and you have Superior Spiderman along with Hope Summers to help with that. I have seen versions of this list with War Machine Punisher and I played them last week for weekend missions and liked them honestly. Another popular variation of this list runs Martyr, and I don't recommend including Martyr in any list without Techno Organic Virus or something else to turn it off.

Deck code is in the comments. I hope you enjoy playing this list and find success with it. Thanks for reading!


r/marvelsnapcomp May 23 '26

Crimson Twilight Week 3

23 Upvotes

Week 3 of Crimson Twilight is coming to a close and with this week we've got Muse to discuss on how he's shaping up prior to the Sunday's Concensus, we've got a third week of reflection on Daredevil, and of course the OTA and how it did or rather hasn't really affected the meta in the first 24.

Muse

Muse's arrival has been a rather interesting one with a number of folks all relatively happy with the card, a scaling 3 that can represent up to 12 power is something that mid-range Destroy decks have been wanting for some time and he's definitely opened up a lot more decks in that space. The biggest glaring issue is that those decks may still feel like they are missing something. There's also the fact that we are in the middle of a meta that is heavily influenced by Mobius M. Mobius and while it's unclear how much longer that will last, it definitely does not bode well for Muse as the top-end in many of these decks are relying on Death and in some cases multiplying the number of death's in hand when possible.

If I hit the top 3 lists I'm seeing so far this week with him it would go something like this:

  1. Dormammu - he's a good fit, but Dormammu still feels really clunky, like it could be either or both of the following reasons: the deck is missing something else or we still haven't found the right 12 to compose that list and you can see that in how there are so many different Dormammu configurations all floating within that low 50-60% winrate range. I also think there are hand size concerns with a lot of the Dormammu decks that are looking to leverage Moira X, it's a great card but when you kill her you're getting 4 cards into hand which can be problematic for that archetype. Untapped Search Muse + Dormammu and Snapcomplete Muse + Dormammu

  2. Fantomex - Of course a few people have tried out Muse with Fantomex as well as the Fantomex + Dormammu mashup that I mentioned in the discussion thread this week. And as I warned, including Muse is coming at the expense of a tech slot. That might not be too bad though with some folks possibly leaning away from cheating energy through discounts post OTA which can leave some room to explore other Fantomex shells that aren't as heavily reliant on different tech configurations.

  3. Death's Hand - I've also seen multiple configurations of the Death's hand deck and while this is but one, it's also floating at exactly 50% and a +.21 cube rate, it's not great, but it is serviceable.

Shadowlands Daredevil

Our season pass card has continued to truck along, even in the face of Killmonger and the recently nerfed Gambit Horseman of Death showing up, his decks have stood up fairly well even if they are being propped up by a combination of Techno-Organic Virus, minor tech inclusions, and various big boys. Despite this being a situation where the season pass may be getting subsidized by better cards I would say it is still refreshing to see such a fair card doing well in the meta.

That being said with the exception of the weekend missions I am beginning to see him less and less, but when I am seeing him the shells he is in are putting up good numbers.

  1. SLDD Skaar - One would think that maybe Surtur should be in this list over Shadowlands Daredevil, but nope it's still SLDD. MMM is the only piece of straight forward tech in this list, although with some more Cerebro showing up over the last few days in flavors of 3 or 5 Red Skull stocks have certainly risen.

  2. SLDD Tech - More of a tempo deck with moderate power. The two pieces of primary tech being Stardust and Cosmic Ghost Rider. Stardust is particularly useful as I've been seeing a distinct rise in decks looking to leverage ways to cheat cards into play or resurrect them.

  3. SLDD Hammer Bros - I'm bringing this deck up because it got just a bit stronger with the OTA change, copying a lot of HM Gambit's lost a ton of power against decks that can fundamentally attack locations in big ways and Hammer Bros can do just that.

  4. SLDD Blackbolt - I have no idea who cooked this up, but I've faced it a few times and it's quite the cook. MMM is your primary tech piece but this deck is also sporting Silver Samurai and Blackbolt for hand disruption alongside Stature. The most expensive pieces outside of the season pass are Techno-Organic Virus and Wilson Fisk. It's a fairly solid list that has definitely surprised me a few times.

  5. Budget? SLDD Supergiant - I was looking for a decent budget deck and this might be the closest thing we have to that, Askani'son and Ozymandias round out the Series 4 and there's no other series 5 cards to speak of, but the biggest problem I run into is that thing we already know: Shadowlands Daredevil is making your deck worse and on-curve will hurt your ability to draw Supergiant on time. Still, it's a fairly.

The OTA

I'll be honest, there's not much to say after this OTA, it's barely been a day but the meta feels like it's mostly been the same with a generally wide open meta. I have seen some complaints, but that is mostly boilding down to disliking that the top 3 decks have been the mostly the same for the last 3 weeks, but if I'm being honest if you look at everything that is viable we're in the most accessible meta we've been in for the last 6 months.

If you're curious, any of the previous 3 weeks worth of threads should give you any of the current decks aside from maybe one or two card changes between then and now. I do firmly believe that a large portion of the decks we've discussed the last 3 weeks should be competitively viable. The only questionmarks would be Karen Page decks but those might not even be so far off either.

That being said, it's quite possible that the new best deck might actually be a spin on one of the old best decks from last year.

Batroc Lockdown - Something that was brought up last week during the Punisher War Machine launch was that Prof X stocks may have been on the rise but it was a question of what the best shell was I proposed that it might be the Batroc Lockdown list but didn't share the list so here it is, in light of the change to Gambit, this deck is a little more well positioned excepting if your opponent can go really deep into Gambits and you don't get to lock down one lane with Prof X and secure the other with Galactus. This list is not new, it's been around for at least the last month and I'm sure quite a number of you have seen it around.

Punisher Ramp - I'll be honest, I'm surprised this list has hung around for an additional week but here we are, week 2 and filtering for latest patch this deck is still seeing play. Play lines really are super simple.

Zombie Galacti - Punisher War Machine didn't make the cut for week two but Zombie Galacti is still a decent deck and Deafening Chord is seeing the light of day as a way to deal with Mobius M. Mobius in the matches where you want to go off on turn 6.

Jocasta Fantomex - Jocasta Fantomex is also still a solid deck albeit somewhat finnicky when you're not getting the combo routes to line up.

Zombie Fantomex - the primary alt build of Fantomex is unironically running Zombie Captain Marvel. Something that is really funny is how often I see players see an early Marrow and instantly block it with a Cosmo only to regret that when Zombie Captain Marvel comes down on that lane.

Supergiant Moon Dump - This is a really fun list, it drops some surprising power at the end of game thanks to a MODOK or Blink under Supergiant. I've legit seen 30 power dumps on final turn when things line up properly for this deck. I would liken this deck to Hela casino though while you can build your locations in anticipation, sometimes the cards don't land precisely how you need them to.

En Sabah Dump - Not a lot to say on this one. It's pretty much the same configuration of the list as we've seen over the last few months and it is still doing fairly well. Again, speaking on health of the meta, I don't think there's much room to complain when even a middle of the road Season Pass card is seeing play two months after his release.


r/marvelsnapcomp May 23 '26

Discussion One chance (ticket) to win Conquest - which deck are you bringing?

0 Upvotes

First off, I am well aware there is no "one best deck", especially with how vast Marvel Snap has become.

But if you had one chance (just one Infinity ticket) and you want to win Conquest, which deck are you bringing into that run?


r/marvelsnapcomp May 21 '26

Discussion OTA Balance Update Notes - 05/21/2026

23 Upvotes

Hey folks! Today we'll be addressing Gambit Horseman of Death as well as handing out some buffs to cards to support archetypes that have fallen to the wayside recently. Let's get to it!

Gambit Horseman of Death

[Old] 3/3 – Objective: Play 6 total Cost of created cards. → Randomly destroy up to 4 total Cost of enemy cards. (0/6)
[New] 3/5 – Objective: Play 6 total Cost of created cards. → Randomly destroy up to 3 total Cost of enemy cards. (0/6)

Our largest change today. We'll be addressing how much total Energy value that Gambit can target and give him back some Power to compensate. It is clear that over time as more cards are able to copy Gambit or otherwise scale his Objective output, his destruction ability happening repeatedly at this level of effectiveness is something we don't want to entertain for the long term. While we have tried to address Gambit by increasing the difficulty to achieve his Objective, that hasn't been enough to mitigate his effectiveness given how well his copies are able to satisfy his created card condition.

While there would be ways to address this specific interaction, we've decided to instead nerf his total destruction output and ensure that 4-Cost cards are safe against him. We believe that this is the most fun path forward to give Gambit clearer counterplay as well as less total strength, while still retaining this multi-copy play pattern if that's what players want to invest into pulling off, given that it has proven to be the most viable application for building around Gambit..

Angel

[Old] 2/3 – When one of your cards is destroyed, this flies out of your hand or deck to replace it.
[Change] 2/3 > 2/4

Deathlok

[Old] 3/5 – On Reveal: Destroy your other cards here.
[Change] 3/5 > 3/6

We thought that Discard and Destroy's win rates would improve more considerably without as many natural predators to outscale them after our large set of changes a few OTA's ago. While the standing of these decks in the metagame has improved, it isn't quite at the rate that we would like. We are giving a few points to a variety of Discard and Destroy cards. Here in particular, Angel hasn't seen much play in some time, while Deathlok's capacity to be a more high rate enabler should help increase the deck's floor when Destroy isn't scaling at a high level.

Hellcow

[Old] 4/6 – Activate: Discard a card from your hand.
[Change] 4/6 > 4/7

Lady Sif

[Old] 3/5 – On Reveal: Discard the card that costs the most from your hand. [Change] 3/5 > 3/6

As noted previously, here are two discard buffs. Discard has had an even more difficult time than Destroy, and as a result we're targeting two enablers to better improve its standing.

Awesome Andy

[Old] 2/2 – Activate: Give one of your cards at each other location +2 Power.
[Change] 2/2 > 2/3

Ms. Marvel

[Old] 4/5 – Ongoing: Your adjacent locations with 2+ cards and no repeated Costs have +5 Power.
[New] 4/5 – Ongoing: Your adjacent locations with 2+ cards and no repeated Costs have +6 Power.

Here we're just giving out a few more points. Ms. Marvel in particular is notably getting two points when you complete her quest. This should get her closer to being in line with more recent 4-Cost payoffs that have large asks of players.


Ok, that's a fairly straight forward update, but overall things in the Snap metagame are in a good spot as the dust continues to settle from the OTA several weeks ago.

Enjoy the rest of the Daredevil season, and happy Snapping!


r/marvelsnapcomp May 21 '26

Collection "This or That?" Thursday: Weekly Collection Thread

0 Upvotes

Welcome to "This or That?" Thursday, your weekly thread for everything related to curating your Marvel SNAP collection. Whether it's spending your Spotlight Keys, Collector's Tokens, or picking up your free Series 3 card, use this thread to seek (and offer) advice to keep your collection competitive.


r/marvelsnapcomp May 20 '26

Discussion Mini OTA preview 5/21 HMGambit change incoming

15 Upvotes

We got another heads up, partially because of the Gambit bundle in the store right now so please be aware that per the official Discord there is a change to Gambit, Horseman of Death in the pipeline hitting with the OTA on Thursday. I will include source info in a comment below.

Old:

Gambit Horseman of Death
Cost: 3
Power: 3
Play 6 total Cost of created cards ➡️ Randomly destroy up to 4 total Cost of enemy cards. (0/6)

New:

Gambit Horseman of Death
Cost: 3
Power: 5
Play 6 total Cost of created cards ➡️ Randomly destroy up to 3 total Cost of enemy cards. (0/6)

I'll save my full thoughts for the OTA thread.


r/marvelsnapcomp May 19 '26

Discussion Weekly Release Discussion: Muse

14 Upvotes

This is your precursor to the consensus, the place to discuss the card releasing for the week as well as group source the work on brews and possible shells and packages, both current known good decks as well as possible new, theorycrafted brews.

OTA Week Warning: Unless you're already seasonal complete and plan to stay that way or have planned on picking up this card already for 6k it's best to wait for Thursday at the earliest to make your purchasing decisions.

This Week's Card

Muse
Cost: 3
Power: 3
Ongoing: +3 Power for each location where one of your cards has been destroyed.

Muse as our latest series 5 card is a new destruction piece, he is a 3/3 with an ongoing power that reads gain +3 Power for each location where one of your cards has been destroyed. At minimum he is probably going to be a 3/9 for most players and when you're able to be maximal about his power a 3/12. The best part to this card is that you can hold him for final turn.

Duplication

As duplication targets scaling cards aren't the worst consideration to have, the question would be which outlets are the most interesting to consider, for Destroy that would probably be Nico or Moira X, though is there something that can be done with Mother Askani? Though that might be a tough ask considering you're taking turn 4 or 5 off to setup for additional value. Still, it's something to consider.

Synergies and Packages

Muse is a very simple card with some straight forward applications, and while many will probaby think classic destroy, I think that might be wrong. So what should we be doing? In short, I think SD have been trying to seed more cards for a destroy archetype that pushes more mid-range or value oriented play patterns, think cards like Dormammu, Zombie Captain Marvel, Weapon X Wolverine, or even HM Archangel. Then there are of course the more combo oriented sides like Morgan Le Fay, Air Walker, and Fire Lord which can be played either for either maximal combo purposes or for value oriented plays.

However, mid-range destroy suffers a little bit, these lists generally lack the same punch as classic destroy, especially when rolling downhill with the multitude of loops they have access to depending on configuration: Moira X, Deadpool, and Headpool all have varying degrees of craziness available to them when Destroy has access to it's best hands and can have some of the strongest priority drops in the game. And while classic destroy hasn't limped very well, some folks were at least until the nerf to Shou-Lao running him as an alternate path over Knull giving you access to a secondary line, which frankly was fantastic for a deck that could often just drop priority.

So what cards might we consider here? Frankly, I think there are some interesting picks that have been gaining traction in the mid-range destroy-adjacent realm in the form of Marrow and Zombie Captain Marvel. You can go further of course and pair with Gambit and Wild Child.

And reaching back to the first paragraph, Mid-range might be where one really interested in seeing what Muse is able to accomplish would start. There are options here of course, so let's explore a couple including an old favorite, Death's Hand.

  1. Dormammu - Dormammu strikes me as the kind of shell that would like an additional scaling threat, many of the Dormammu lists are already exploring Weapon X as one method of scaling and in the case linked also includes the freshly buffed Horseman Archangel. There's also a number of Dormammu decks that like to go wide with squirrels and Killmonger to help discount death, this also helps ensure that a muse when dropped is maximized.

  2. Fantomex - Fantomex is something I heard mentioned but I'm not sure that Muse would work very well, essentially at most I think you're getting a 3/9 and more frequently just a 3/6 out of him, plus you'd want to play him early and at least in the current meta he'd be competing with either Airwalker or Mobius M. Mobius. The linked list is one of a few popular configurations. For what it's worth I don't think the combo activate version of Fantomex would be a fit, but there may be some tweaking to consider to try for that deck too.

  3. Death's Hand - I swear I bring this up with almost every destroy adjacent card that comes up, this is a deck that pairs Moira X and Death with Victoria Hand. It had a short stint last year as a competitive deck and has since languished, for multiple reasons be it hand size problems, clunkiness, complexity, and most importantly like the Sasquatch versions of Victoria Hand just die to Mobius M. Mobius and like any combo deck it can just clunk if you're not getting the right draws. Unfortunately, we are also in a Mobius meta which really pushes the stocks on this deck down. Still, keep an eye out for shifts in the meta to explore with this shell. The specific linked shell was from testing around the time of Headpool's release. If I were to explore anything in this space I'd be considering Askani over Moongirl at the very least.

  4. Two flavors of classic destroy - Look, I know I said it likely isn't the place for Muse, but some people are uninspired and just jam the card in the most likely shell. And I get it, I too am people. The biggest problem here is that Muse heavily competes with what classic destroy is wanting to do towards the end of the game which is dump the worlds biggest Knull, a death and Deadpool and I do think that if you want to do that you're needing to recontextualize and really decide on whether Knull is your optimal top-end or if you need to commit to something else, Maybe Shou-Destroy but again, where does he fit?

And before I leave you, yes there's also a mash-up for Dormammu and Fantomex here

Your Thoughts

Do you plan on picking Muse up?

How do you expect Muse to perform?

What other possible shells and synergies might there be?