Losing In Marvel Snap? Ditch These Cards ASAP!


An image shows a collage of Marvel Snap cards including The Hulk and Mantis.

Image: Marvel / Second Dinner / Kotaku

If you, like me John Walker, are still fathoming your way through the lower echelons of Marvel Snap, there’s a good chance there are cards you’re clinging on to because they were working so well for you. However, you’re now starting to lose more often, wondering what went wrong. The answer is: Kill your darlings.

With the help of my colleague Zack Zwiezen—who has been playing the game for some time now—we’ve come up with a list of cards that you might want to cut from your decks.

Now, let’s be clear: Neither of us is saying these cards are totally useless, or that keeping them in your deck is always a bad idea. It’s just, they’re the ones that felt so good early on that you might not have been able to bring yourself to acknowledge their weaknesses, and are holding you back from experimenting with more interesting combinations. Be bold, be brave, and let these babies go.

And remember you can always add them back later if you experiment too much and end up with a stinker deck! Anyway, let’s start cutting some cards!

Quicksilver

A image shows the Marvel Snap card Quicksilver.

Image: Marvel / Second Dinner / Kotaku

As Kotaku has previously broken down, Quicksilver was developer Second Dinner’s brilliant solution to entirely removing the concept of mulligans from their deckbuilding card game. Guaranteeing a 1-cost card in your hand at the start of every game ensures you can always play in the first round, every time, and add 2 power to the board right away. Which, at first, felt vital. Except, the more you play, the more you realize that being able to play in the first round isn’t actually all that important.

Chances are, you’re not going to be placing down anything game-changing that first turn. And indeed by not playing in round one, you fend off other 1-cost cards like Elektra. You can even obnoxiously opt out of playing a 1-cost you might have in your hand in Round 1, just so you can play two of them more tactically in Round 2. Again, for example, Elektra!

And, as we’ll get to below, decks that opt for as many 1-cost cards as possible will get increasingly weak as you climb the ranks, meaning Quicksilver’s lack of any further abilities quickly makes him more of a burden than a boon.

Uatu

A image shows the Marvel Snap card Utau.

Image: Marvel / Second Dinner / Kotaku

When you first stumble upon Uatu, he feels like a secret hack, a card offering you special insight unavailable to anyone yet to find him. His ability to show you the properties of unrevealed locations feels like something that lets you plan ahead and make psychic moves your opponent can’t predict. And, to some extent, on some level, he sort of does.

Except, that won’t happen nearly often enough to justify Uatu taking up a valuable slot in your 12-card deck. The issue lies in the number of conditions that need to be right for him to actually prove helpful. Rather obviously, you need the luck of drawing him early enough to work. Unless you get him in the first or second round, Uatu’s ability is pretty useless. Secondly, you need to be playing a game with locations where prior knowledge is actually of use.

So many locations have properties where foreknowledge is of very…



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