During these last weeks I have been more attentive than usual to everything related to buffs, nerfs and changes in the cards of Marvel Snap. It’s not that I’m really into the meta, I just watched on Twitter how each and every one of my cards was dropping like flies.
The brake to shurito sunspotto TaskMasterto Lizard… One after another, all the cards in my deck were becoming something a little less useful. Well, or at least that was the feeling generated, because when it comes to playing this deck it is still unbeatable.
April’s Best Marvel Snap Deck
Anyone who has faced Shuri knows what to expect with this deck. The objective is to double the power of one of our most played cards, preferably red skulland then copy that same force with task master in another location.
We have to get very assed so as not to have the two most powerful locations in the game, but as the world of Marvel Snap It is plagued with unwanted contingencies, there are the rest of the cards to give us a hand and, incidentally, try to annoy the opponent a bit.
But, let us start at the beginning. Turn one is for sunspot or for Zero In the event that we have in hand a Lizard. Otherwise, better to wait so as not to annoy the effect of the next card. Keep in mind that it is only there to support the recently nerfed lizard or to avoid the counter from red skullbut we will use the latter quite little.
If we don’t play with Lizard the following shifts are to prepare the ground. not interested in having a Armor and a cosmo in two different locations to prevent shang chi ruin the party for us, but we can also pull Adam Warlock to speed up the robbery and achieve what we are looking for for turn four.
As it could not be otherwise, the only valid option here is shuri, but don’t despair if you haven’t been able to use it because the game isn’t over yet. Remember that you will have to play the next card in that position in order to double the power, but it doesn’t necessarily have to be on the next turn.
The trick here if things go awry for us is to take advantage of the decreasing cost of She-Hulk to be able to launch a red skull checked in the location of shurialready She-Hulk in the other that we want to support for the final score.
In any case, the objective must be the combo of red skull at five and task master in turn six, but other options are also useful such as checking Captain Marvel or even saving the points of turn five to sunspot and then throw She-Hulk further task master with double the score.
Armor It can come in handy to stop destruction decks, cosmo can ruin the party Galactus if you save it to place it where it belongs (watch out for decks that start with Yondu), and Super Skrull should be more than enough to slow down decks of Knull and make the people nervous Brain and patriot.
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