MARVEL SNAP

MARVEL SNAP

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(Outdated) MARVEL SNAP : 2023 Pool 1 Infinite personal experience and deck
Af Wandering Cavalry
Last month, I successfully reached the infinite rank in the game on pool 1. I personally think that MARVEL SNAP is still very unique among the card games I have played, and I am writing this guide to commemorate my gaming experience and also to help new players who are just starting out.
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Game Basics Mechanism
Unlike the currently popular card games influenced by Magic and Hearthstone, MARVEL SNAP have a unique gameplay mechanism that requires players to compete based on their ground's battle power rather than defeating their opponent's heroes. Personally, I think it's somewhat similar to Gwent. The specific game rules can be grasped by most players through tutorials and actual gameplay, and here are some of my personal insights:

1. SNAP is the most unique mechanism of the game, and its greatest feature is to make players' gains from the game's win or lose controllable, while also adding psychological games outside the round, similar to raising in Texas Hold'em. If players want to quickly reach higher ranks, it is very important to use this mechanism well. Generally, the rule of thumb is to raise good cards and escape with bad ones. Maximizing your benefits when you have good cards and minimizing your losses when you have bad ones is crucial, especially since MARVEL SNAP is essentially very luck-dependent.


Also, if you SNAP after you end the turn, it will not take effect(although you and your opponent can still see the visual performance of SNAP, the actual benefits do not change), and the player who used SNAP cannot escape in the same turn. Players who want to bluff should pay attention to this.

If you can make good use of the SNAP mechanism to play steadily, the difficulty of quickly reaching the infinite rank will be greatly reduced.

2. The randomness of the game's location is very high, which means that in most cases, players should not place cards on unrevealed fields. This actually has its pros and cons.

If the unrevealed location is a restricted area where players cannot place cards, such as Altar of Death, Luke's Bar, or Sanctum Sanctorum, it is very likely to help players win the location directly. On the other hand, if it is a location like The Space Throne or Bar with no name, players may directly lose the field. Therefore, players need to consider whether to change their strategy based on the actual situation and the current game environment, and I won't go into more detail here. In addition, because of the existence of prediction reveal cards like Star-Lord, Mantis, and Rocket Raccoon, players often need to be flexible in the placement of their cards in the first few rounds, depending on the specific game situation.

The popular location of the game will basically appear in every game, which means that when building their decks, players often need to make corresponding changes based on the current popular location, rather than blindly copying others' decks. In my opinion, this design that encourages players to think for themselves is also very interesting.

3. The game's card acquisition is linked to the collection level as well as the card pool setting makes it important for players to think carefully when upgrading in the mid to late stages. The level range for Pool 1 is 18-214, while Pool 2 is 222-474. New players often have very limited credit resources, and besides the free points in the shop every day, they can only obtain points through rank rewards, tasks, and season pass. On the other hand, the game's boosters are tense in the early stages but have a large surplus in the middle and late stages. Therefore, new players should be careful not to spend credits in any way other than to upgrade their card levels, and not to buy fast upgrades in the store.

Because of the huge span of collection levels in Pool 2, players' progress in acquiring cards is very slow, so new players may have a very bad experience just entering Pool 2, staying at level 214 to play and slowly acquiring resources is a very good choice. Although the cost of this is too shallow a card pool and a relatively boring game environment.

Personally, I think the main game mechanics considerations are these.
Pool 1 Decks
Because the game's card acquisition is tied to the collection mechanism, once a player reaches level 214, is guaranteed to acquire all the cards in pool 1. This allows players to try out all the decks in the pool without worrying about the strength of the deck due to the lack of core cards. For reference, here is a brief description of all the decks that I have used in Pool One. Please note that all deck strength ratings and opinions below are limited to Pool 1.

Zoo


Kazoo should be the most common deck in Pool 1, and it has considerable strength in its own right. The deck is mainly about winning the game through the spread of high-quality low-cost cards, and the ongoing effects of Kazar and Blue Marvel.

The difference between these two decks is whether or not they carry Onslaught, which is a bit of an awkward card in the current matchup. Not to mention the fact that there are more and more decks carrying Enchantress in pool 1, and placing all of the ongoing cards in the same location could maximize the effect, but also greatly increases the risk of being targeted. In contrast, carrying America Chavez is sacrificing the deck's cap in pursuit of a consistent 9 points on turn 6 to improve the deck's stability.

Overall, due to the increase in the current matchup environment under the Witch, the Ongoing Zoo deck is very vulnerable to targeting and therefore may not be the first choice for scoring. Players are also free to choose whether or not to carry more powerful single cards, such as Iron Man, when building their decks.

Discard

I personally think that Discard is definitely the most awkward deck in Pool 1. While its points and card COMBO are relatively consistent, the ceiling for discard decks in Pool 1 is really not that high. The random card drops of Sword Master and Blade can accidentally drop your powerful cards, and there is a huge question of whether Apocalypse can appear in your hand in the first few turns. Even if you manage to create an Apocalypse with 16 points or more, the chances of a discard deck winning against decks like Devil Dinosaur & Moon Girl, Odin Reveal, Spectrum Ongoing, and Zoo are small.

I think the discard deck's strength is the stable COMBO and points, perfect for newcomers to play in the early game to understand the game environment, but in the current environment may not be strong enough, I'm afraid it's not suitable for high rank. In my personal game, I basically never lost to a discard deck. Some discard decks include a strong Fuy in their builds, which is a good option if you can discard all your cards.

Move

I haven't tried a Move deck in Pool 1 myself, nor have I tried to build one, but I have encountered a few in the game and I feel it has some strength. Overall, I think Move is a flexible and unexpected deck, but it also requires players to be able to calculate accurately. If you are interested, you can check and build your Move deck.

Odin Reveal

Odin Reveal is in my personal opinion one of the top few decks in Pool 1 with high strength. By gathering high-quality reveal cards such as Ironheart, Wilfsbane, and White Tiger in the same location and triggering the reveal effect again with Odin; or relying on re-triggering low to mid-cost reveal cards plus Odin's high points to win the battle.

The problem with the deck is obvious: Ironheart and White Tiger are two of the more powerful reveal cards that are somewhat random, and players may need to plan precisely where to place them and in what order to maximize their benefits. Whether Odin can be drawn is also a problem. Overall, if players can operate and calculate well, the deck's chances of winning are still very high.

If you want to pursue the highest ceiling, you can replace Hawkeye and Medusa with Groot and Gamora. If you can accurately predict where your opponent is placing cards, the points will be very scary. Spider Woman is also a good choice to replace the inconsistent White Tiger or other high-cost reveal decks. Reveal deck players also remember that they need to be on guard against their opponent's Cosmo, and it is also crucial to observe who is the first to flip their cards after placing them on their side and the enemy.

Ongoing Spectrum

Ongoing Spectrum is also one of the few decks in Pool 1 that is extremely strong. With Spectrum's reinforcement of ongoing effect cards, players can often achieve quite an impressive point reversal on turn 6. In addition, high-quality ongoing cards such as Namor, Klaw, and Iron Man can also give the deck a nice burst of points to win the game when Spectrum is not in play.

Another feature of Spectrum is its confusing nature: if you play carefully and deliberately enough, your opponent may not be able to tell exactly whether you are an Onslaught or a Spectrum deck. Even if they can, in most cases your opponent will not be able to tell if you have drawn the Spectrum.

It is recommended that all cards carry a single card with an ongoing effect, except for the 1-cost card Nightwalker and the core single card Spectrum. As long as you can draw Spectrum, you can win an amazing burst of points on turn 6. Of course, you also need to beware of Enchantress and Cosmo, especially don't place Spectrum in the area where your side has Cosmo. Mister Fantastic and Blue Marvel are optional replacement cards, and if players are confident enough in their plays, carrying Professor X may also be a good choice.

Devil Dinosaur & Moon Girl

Personally, I think it is the deck with the highest ceiling in Pool 1, and it is the deck that I mainly use to reach the infinite ranking. If you can copy and play 2 Devil Dinosaur with Moon Girl's reveal effect, and keep your hand amount at a high level, it's basically hard to lose the game.

In addition to carrying a few common general-purpose cards, the deck is mainly focused on strengthening the number of cards in your hand, with Mantis, Cable, Sentinel, and White Queen all serving this purpose. The six-cost America Chavez card is also designed to enhance the stability of the deck so that players can still hit good points even when they fail to play Devil Dinosaur and Moon Girl.

In terms of single-card replacement, players can replace all the general cards, Moon Girl and Devil Dinosaur are the core components of the deck, and single cards that can increase the number of cards in your hand are usually essential, except for all the cards that players can change according to the actual situation of the current environment and their preferences. It should be noted that since the deck is afraid of removal cards like Enchantress, it might be worth considering carrying Cosmo to the counter.

Overall, Devil Dinosaur & Moon Girl is a deck with a very high ceiling. However, when both Devil Dinosaur and Moon Girl are not in play, the core cards may lack a chance to win.
At the end
First of all, thank you very much for reading this guide. This is my first time trying to write a Steam guide for the game, so I hope you will forgive me for any errors in the content and text. If I can help you, it would be my great honor.

The success of reaching the infinite rank for the player is just a symbol of the threshold of the game, and the generous rewards can further accelerate the collection level of the player. Players can decide whether or not to continue playing the game after reaching the infinite rank.

Finally, I attach a screenshot of my own infinite rank and hope that you will also be able to reach the infinite rank soon.


6 kommentarer
majigen 28. apr. 2024 kl. 0:58 
how do you stop losing 50 consecutive games to rng telling you to do bad things to yourself bc this keeps happening to me. drawing actual hard counters and then losing anyway bc not having priority or getting hit w arnim zola or some other busted combo on turn 6? i feel like i should stop playing this game
lordofthewaterbugs 18. mar. 2024 kl. 8:22 
Staying in pool one and keeping your collection level low guarantees that you are not going to see any high end cards that make these deck subpar but on the very rare occasion on ladder play. It just becomes a number game at that point and knowing when to snap or leave. honestly that is what it all comes down to in the end. knowing what your opponent might be running and can you out power the lane or have the answer to win it.
lukz 5. dec. 2023 kl. 19:00 
goodd
maniacO 29. aug. 2023 kl. 4:28 
As soon as I made these decks, I get matched with people with the counters for them. I swear this game feels scripted. I do still get more wins with them so I appreciate the guide.
I'm probably playing this game until september then no more of this "mobile game", these games are way too time consuming
vero 6. juni 2023 kl. 5:29 
thanks for take the time to write this guide...
rozhkovskyi 13. maj 2023 kl. 17:58 
Insane, such an amazing game:skull_rolleye: