Move Decks are pretty solid and viable for Pool 2 and Pool 3 (and even for Pool 1, I have a great version here) with all the flexibility and the ability to catch your opponent off-gauard and totally switch up the locations you’re playing in the last turns.
IMPORTANT! Check out the current meta decks for this season in MARVEL SNAP here.
Here’s the deck:
Why this deck works well – you basically have many cards that can move and use cards to strengthen them and then multiply that through the board. This also gives you a lot of flexibility and makes it hard for your opponent to react as you can make him dump his strong cards into a location you abandon later. Also using Chavez helps draw your move cards more reliably through the turns.
Win condition see which locations are available and move your cards there. You can start where you want and then change your focus within a turn or two and your opponent has little chance to react. Also Iron Man gives a nice multiplier towards the end to strengthen a position you’re locked in for.
Problems – none actually, requires some practice and good knowledge of locations and card synergies but once you’re used to playing it you can push your ranks well with it.
Substitutions – compared to the Pool 1 version, this uses Vulture, Cloak and Forge instead of Elektra, Angela and Ironheart. You can replace them if you don’t have them yet but I really recommend using the above cards.
Deck Copy Link (Copy-Paste directly into the game):
How To Play
You have multiple drawing pattern you can use here. Try to slowly occupy your locations with cards that don’t commit you until you pull off a bigger movement.
Early Phase (Turn 1-3)
Nightcrawler is always a great start. If no, you might skip turn 1 and rather wait until you can use Iron Fist with Multiple Man on a Kraven location which gives so much value for little energy. Forge ramp ups energy so you can multiple through the locations well. Don’t over-commit at this point and don’t be scared if you don’t get too many cards on the board here, you can make multi-card play later with great value.
Mid Phase (Turn 3-4)
Here’s where things get more interesting and Ironheart is always a great play here for multiple locations or Hulk Buster to make a card stronger you move in a later turn. You ideally want to force your opponent to invest into one location and commit there and not reveal that you will move your cards out of there later.
End Phase (Turn 5-6)
This part here is super situational. You can use either card like Iron Man or Chavez for a great push at the end or move cards with Doctor Strange or Heimdall. This depends on your opponent and the locations but gives you several options to pull a surprise on your opponent and take over the lead.
Move decks are in the meta for a reason – you can flexibly outsmart your opponent and just get out of a location he heavily invested in and keep him asking himself at the end what just happened with little to do about it. Yes, Move Decks in MARVEL SNAP need practice to get to know your cards and synergies but it’s worth it in the long run and I see them viable in the upcoming seasons, for sure.