Summary

Supergiant was promoted as another tech card forMarvel Snap, being comparable to the likes of Cosmo or Echo; a card you play preemptively to stop your opponent from doing something. In the case of Supergiant, she makes all cards played in the next turn not be revealed until the end of the game.

Since she’s a four cost card, you may expect her to counter big turn five plays like Leech or Sera, but players have quickly found ways to use her offensively. It’s all about priority, big effects, and preventing your opponent’s game plan from happening at all.

Marvel Snap Nebula Deck Nebula Standard Variant

8Nebula

The Best One Drop

While a lot of early cards work well with Supergiant, for your one drop, you might as well use the best one. That spot is shared between Nebula and Sunspot, but for the most part, the curve of Supergiant decks is rather tight, so Sunspot doesn’t benefit all that much from being added.

Nebula, however, benefits greatly and for many reasons, mainly becauseshe works well in locked down locations, either by you or by unfortunate location reveals. She also helps in gaining priority, something key for one of the combos in the deck, and with luring your opponent into playing many cards in a single spot.

Marvel Snap Darkhawk Deck Zabu standard variant

7Zabu

Discount Master

Zabu’s effect is to reduce the cost of cards with four energy by one, making them playable as early as turn three. While this also includes Supergiant herself, you usually don’t want to play her at turn three since her full utility comes from negating a turn five key play.

Instead, Zabu is here for many other four cost cards that you might want to add, all of them with great powers, like Ms. Marvel or Jessica Jones. In essence, Zabu is here to smooth out your curve since there aren’t that many three-cost cards that you can add to this style of deck.

Marvel Snap Card Quake

6Quake

Shifting The Playfield

Quake might not seem like much, but she adds a lot to the surprise factor of the deck, letting you have better control ofhow locations affect each player. A good usage of priority will let you use locations like Death’s Domain to kill your opponent’s cards while you safely play your own.

She’s particularly good in days of hot locations, where everyone is trying to capitalize on effects that happen more often at that time. With Quake, you can nullify all they’re trying to do, and you might even benefit yourself from the hot location as you do so.

Marvel Snap Iron Lad Deck Storm standard variant

5Storm

Locking Down With Efficiency

Storm is a great card on its own, letting you play in seemingly bad locations and, at times, not letting your opponent in as you do so. Storm also adds to the Supergiant game plan since you limit the places your opponent can play in while you have multiple ways to enter the closed-off location.

Since you’ll be flooding one of the locations, it is a good idea to have multiple cards that benefit from the effect. Nebula and Jessica Jones are great tools when allowed to be isolated, not to mention Jeff, a classic on nearly any deck for his ability to be played anywhere.

Marvel Snap Card Legion

4Legion

Mastering Location Disruption

Legion is not usually the card you’d want to play after Supergiant, but his effect is worth adding to the deck, especially forhow he works with everything else. A classic is to play Storm on turn four, followed by Legion on the flooding lane; that will make it so nothing (other than Jeff) can be played at the final turn.

Legion also adds a level of disruption, especially with his interaction with Magik and her Limbo. If Limbo is in play, and you already played Storm, your opponent might be confident that you don’t have a way to disrupt it. You then play Legion at turn six, replace the Limbo with something else, and steal the win.

Marvel Snap Card Absorbing Man

3Absorbing Man

The Key To Victory

The main combo of the deck involves Absorbing Man and his ability to copy the last on reveal played. The process is simple: play Supergiant on turn four, followed by Absorbing Man on turn five, and finish with a powerful on reveal at the final turn.

Because of the order in which cards are revealed, Absorbing Man will copy whatever you played at turn six, essentially doubling up on the effect. The two main ways you’re able to capitalize on this depend on your priority management, but both are game-winning moves.

Marvel Snap Card Doctor Doom

2Doctor Doom

Spreading Doom Bots Everywhere

Doctor Doom already benefits greatly from the whole deck, particularly by sending Doom Bots to locked down locations like the flooded ones. This is due to his on reveal ability, where he summons Doom Bots to the other two locations, each with five power.

If you manage to have Absorbing Man copy Doctor Doom, make sure you have enough room for every Doom Bot to land, otherwise the effect is wasted. This is why, with this deck, you need to know how you plan to end the game when you’re making your first plays, since a mistake could have Jeff waste the spot of a Doom Bot.

Marvel Snap Card Alioth

1Alioth

The Most Evil Way To Win

If you want a play that’s impossible to lose with, you should pair Absorbing Man with Alioth, essentially negating your opponent from playing in two out of three locations. There’s a lot you can do to set yourself up, from flooding one place to ensure where the plays will happen to gaining priority.

If you have priority after playing Supergiant, that priority will remain until the end of the game, so you’re able to snap confidently if you have both Absorbing Man and Alioth in hand. And you better do so since many players already know what that snap means, meaning they will likely retreat before you can destroy all their plays with Alioth.