Electro Sandman Ramp Deck Guide – MARVEL SNAP

marvel snap electro sandman ramp deck guide may 22nd 2023

I love this deck a lot as you can play it two ways, either by using Electro to reduce your cards cost and then use Wave as well to get a grat final push where you can drop two 6-cost cards or you use Electro to be able to play 5-cost and 6-cost cards on earlier. You can use Leech on Turn 4 to already block your opponents abilities and with your 6-cost cards you always be able to find a win condition on the last turn.

In this guide you’ll learn everything about the Electro Sandman Ramp deck, including some replacements, and what lines to play and everything else you need. If you want to see what decks are crushing the meta right now in MARVEL Snap, please refer to my weekly updated meta decks guide here.

Card Strategy for the Electro Sandman Ramp Deck

Sunspot is a beautiful card to grow whenever you have leftover energy (and with Electro in place this can happen and pay off well here). Find more decks and synergy cards to play with Sunspot here.
Black Widow is a great limiting card that will basically prevent one turn of drawing and disrupts your opponent lines quite well. Find more decks and synergy cards to play with Black Widow here.
Electro is the enabler card for this deck, letting you play your 6-cost cards already on Turn 5 and multiply with them (read below more on the synergies of those cards). Also a good play on Turn 3 if you have Snadman in your hand so you can play them already on Turn 4 (bot only if you do, otherwise maybe delay Electro to Turn 4 to not tell your opponent what you’re up to). Find more decks and synergy cards to play with Electro here.
Wave also lets you play your 6-cost cards earlier. The only way to play her on Turn 3, though, would be to get Doctor Doom or Sandman along Electro down on Turn 4. Find more decks and synergy cards to play with Wave here.
Jubilee can easily pull one of your stronger cards on the board on Turn 4 to add massive value. A little RNG what card she pull but still a card that will provide great value. Find more decks and synergy cards to play with Jubilee here.
Devil Dinosaur can be pulled through Jubilee and with Sandman/Electro limiting the amount of cards you play you will scale him up quite well here. Find more decks and synergy cards to play with Devil Dinosaur here.
Sandman works so well here as at this point you can block many opponent archetypes (like zoo decks) to throw their amount of cards on the board. If you can even get him down on Turn 4, this is almost always a victory. Find more decks and synergy cards to play with Sandman here.
Black Panther has a ton of possibilities here. You can play Arnim Zola on top of him to create two 16-power copies in the other locations or use Odin on top of him to trigger his ability again and make him a 16-power card. Find more decks and synergy cards to play with Black Panther here.
Arnim Zola can be used to copiy one of the strong cards to other locations (like Black Panther or Devil DInosaur are great options). Find more decks and synergy cards to play with Arnim Zola here.
Leader is a solid card to keep the lead at the end if you have two locations that you’re in front and you can play him if you can predict your opponents play. With Sandman limiting you will exactly copy your opponents card and you have the 2 extra power of Leader on your side to keep the lead. Find more decks and synergy cards to play with Leader here.
Doctor Doom has reach and the power accross the board to find you the win conditions, and with Odin in the hand you can flood basically every open location with 5-power cards. Find more decks and synergy cards to play with Doctor Doom here.
Odin can re-trigger Doctor Doom or Black Panther to increase your win conditions for the locations or make Jubilee pull another card on the board. Find more decks and synergy cards to play with Odin here.

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