This control deck is a very effective one, featuring using Daredevil to foresee your opponents semi-last turn and then finding your win conditions easily. I always find it hard to claim ‘this is the easiest deck to reach infinity level’ etc. but the Devil Dino Control Deck here is for sure one of the most consistent decks to get you there, no doubt and also a great one to learn the fundamentals of control decks in Marvel Snap.
IMPORTANT! Check out the current meta decks for this season in MARVEL SNAP here.
Here’s the deck:
Why this deck works well – you have a ton of different aspects but primarily this deck resolves around controlling locations, being able to see what your opponent does on Turn 5 via Daredevil and then either make your Dino push securely for power, move your opponents cards with Aero or copy your opponents last move with Leader to find your win condition.
Win conditions are less surprises through Daredevil and then either move opponent cards, copy them or simply power push with Devil Dinosaur..
Problems – actually none as you will play one of the most consistent decks in Marvel Snap these days. Only weird drawing patterns and location mixes can give you a hard time, but you’re pretty much set against everything that’s going on
Substitutions – this deck uses only early Pool 3 cards so it’s not too hard top use. You can replace some lower-cost cards but Dino, Professor X, Daredevil, Aero and Leader are mandatory. Check out lower-pool control decks that work great here.
Deck Copy Link (Copy-Paste directly into the game):
How To Play
Your primary goal is to get a lead in two locations by Turn 6 and then simply copy your opponents move to keep the lead or use Aero to move his final push to the location you already lost (very basic blueprint, more details below).
Early Phase (Turn 1-3)
Get your low-cost cards on the board as they seem to fit, no overly strategic moves needed here. If you have Daredevil, play him. No need to wait with him too long because there’s not much your opponent can do other than hoping you can’t counter his Turn 5 or skipping his Turn 5 move and have a huge disadvantage on Turn 6.
Mid Phase (Turn 4-5)
Use Daredevil to see what’s coming and try to get the lead in one location and lock it down with Professor X, if possible. White Queen is nice to see what your opponent will play on Turn 6 (likely) so you pretty much see what will happen on the last turn, too.
End Phase (Turn 5-6)
Now you have either Leader to simply copy your opponents move and keep the lead, Aero to drag away his win condition and if you successfully locked down one location you only need to win in one other location.
This deck is so reliable for the simple reason that you can see what’s happening and counter it – one of the strongest decks and probably the toughest control decks in Marvel Snap to beat.