The ‘Marvel Snap’ Pool 2 Move Deck, and how to counter it

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Marvel Snap has a number of popular meta decks, including many in pool 2, where most casual players can find themselves before they get into the full range of cards higher. There are Destroy decks, Discard decks, Zoo decks, but one seems more popular than the other, a Move deck, based on cards jumping around the board.

I’ll break down the basics of what this deck looks like, how to use it, and most importantly, how to counter it:

Move Deck:

  • 1 – Iron Fist – Pops your next drop over, so it directly interacts with Multiple Man and Vulture
  • 1 – Nightcrawler – Can move once at any time and looks great in Hulkbuster armor
  • 2 – Kraven – Gets buffed when you move cards into the location, and this also applies to enemy cards
  • 2 – Multiple Man – A staple of the card game, leaves a copy of himself when he moves, and Hulkbuster gives him 7 strength wherever he goes.
  • 2 – Concealment – ​​Allows you to move anything into this space on a turn, triggering all move effects
  • 3 – Doctor Strange – Draws your highest power card, can create more Multiple Men or a more powerful Vulture
  • 3 – Vulture – Massively stacks up as it moves to become one of your most powerful cards
  • 3 – Hulkbuster – Put him on things that move
  • 4 – Shang Chi – Just a bit of counterplay for Devil Dinosaurs and stuff
  • 5 – Hobgoblin – These five drops are really just personal preference. Vision is the one move based pool 2 five drop but I don’t think it’s as good as many others
  • 5 – Leech – God Leech is so annoying. I love him
  • 6 – Heimdall – Your last game to move all over one and get more move based buffs. Just make sure you know where things are going and you calculate how much power you have when you get there. He can be a little disorienting.

How to counter move decks:

If you find yourself running into this all the time, you may want to consider the following cards to help you deal with it:

  • Professor X – By far your best tool for dealing with displacement decks. Close off a lane and in the middle it’s especially annoying. The problem is that you have to wait until turn 5 to play it.
  • Storm – Can really mess up the timing of moving the deck by forcing them to scramble to get to that land before it closes. Use her in the correct location given how the move functionality normally works as many only move to the left.
  • Cosmos – This dog will leave your opponent unable to use “on reveal” effects, which will neuter at least some cards in their deck.
  • Yondu/Korg/Iceman – This is just a basic deck disturbance, but you can kill a key card for them or make them miss an entire draw in a turn.
  • Kingpin (Pole 3) – Yes yes, he is pool 3, but once you land him, any card that goes to his location on turn 6 will die.
  • Leave the left lane – This is not a card, it is a strategy. Again, most of the movement stuff will send cards to the left, so you’ll want to focus on trying to win the right and middle lanes for the most part, as you’ll probably end the game with a bunch of powerful cards that are mostly on the left are piled up.

I hope this helped!

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