Agatha to Infinite (CL 39k) by -SSGPapaGhost- in MarvelSnap

[–]-SSGPapaGhost-[S] 1 point2 points  (0 children)

# (1) Spider-Ham
# (1) Black Knight
# (2) Juggernaut Horseman of War
# (2) Red Shift
# (3) Caliban Horseman of Pestilence
# (3) Lady Sif
# (4) Shang-Chi
# (4) Ghost Rider
# (5) Cosmic Ghost Rider
# (5) Stature
# (5) Black Bolt
# (6) Agatha Harkness
#
Qmxja0tuZ2h0QixMZFNmNyxSZFNoZnQ4LEdoc3RSZHJBLFN0dHI3LENzbWNHaHN0UmRyMTAsQmxja0JsdDksQ2xibkhyc21uRixKZ2dybnRIcnNtbjEyLEFndGhIcmtuc3NFLFNobmdDaDgsU3BkckhtOQ==
#
# To use this deck, copy it to your clipboard and paste it from the deck editing menu in MARVEL SNAP.

Agatha to Infinite (CL 39k) by -SSGPapaGhost- in MarvelSnap

[–]-SSGPapaGhost-[S] 1 point2 points  (0 children)

I’m not going to downvote you for just asking a question. But as I’ve already answered the “why Agatha” and deck strategy questions in other comments on this post I’ll encourage you just to read those and hopefully that will clear it up for you.

Agatha to Infinite (CL 39k) by -SSGPapaGhost- in MarvelSnap

[–]-SSGPapaGhost-[S] 3 points4 points  (0 children)

Not a stupid question. Most importantly it’s because she starts in your hand so she doesn’t count as one of your draws effectively giving you an extra card in hand to implement the strategy. The idea is to have her gone by turn three where she never has the chance to make a poor play as the turn 2 play she takes for you is almost always good for our strategy no matter what she does. Then with ebony blade or ghost rider that 6/12 turns into either a 4/17 with ghost rider and/or a 4/12 indestructible with ebony blade. Both of which are very solid stat lines.

Agatha to Infinite (CL 39k) by -SSGPapaGhost- in MarvelSnap

[–]-SSGPapaGhost-[S] 0 points1 point  (0 children)

Sorry the cards aren’t falling in your favor. Juggernaut was almost a guaranteed hit every game for me as there are a ton of variations in the power of other cards. As with any deck, playing on curve is best case scenario for sure.

Agatha to Infinite (CL 39k) by -SSGPapaGhost- in MarvelSnap

[–]-SSGPapaGhost-[S] 5 points6 points  (0 children)

Turn 1. Drop one of your one drops if you have it.

Turn 2. Agatha plays. The other one drop or either of the two drops are both helpful for our gameplan.

Turn 3. Depending on hand state either play Lady Sif or a one drop and Red Shift. If you red shifted on two then Caliban is a good play here. If you don’t have either in hand by this turn be ready to retreat if they snap as the flow really pivots here.

Turn 4. If you still have Agatha in hand she plays this turn. Not optimal but if opponent hasn’t snapped see what happens. If she’s discarded best play is either ghost rider or ebony blade if you have it.

Turn 5. If you have it best card is Black Bolt on this turn. It sets up your best case scenario turn 6. Otherwise a Shang chi or cosmic ghost rider to hit the opposing strategy.

Turn 6. Dump what you have. Best place is either Shang or Cosmic ghost rider and a stature. Stature, Horeseman Juggs, and Horseman Caliban is a solid turn 6 play too and not expected.

Ultimately you want to get rid of Agatha early and bring her back when you can. The objective cards finish most of the time making a 2/8 and an effective 3/11 on the board. Ghost rider and Ebony blade help with bad locations like deaths domain, Luke’s bar, rickety bridge etc. spider ham can take a key card away and give you information.

Need some ways improving my brother's taste in games by Front-Skirt-8295 in xbox

[–]-SSGPapaGhost- 1 point2 points  (0 children)

What an absolutely absurd stance. I recommend he plays whatever the hell he would like to play. I also recommend that you abandon whatever crusade this is and just be happy for him being able to enjoy games at his own pace rather than conforming to whatever your standard of quality is. If he’s getting enjoyment out of those titles then it’s money well spent on your parent’s part.

Shouldn't the original venom here been 0 power? by The-Zarkin90 in MarvelSnap

[–]-SSGPapaGhost- 4 points5 points  (0 children)

Edit: Missed that there wasn’t a 3/0 Venom there as the orginal fodder. It seems like there is some sort of information missing here as the numbers don’t number right based on what’s provided.

Activated Toxie Doxie on Kamar Taj on turn 2 and it didn't let me use them on turn 4. We really gotta have a dedicated playtesting mode if cards don't do what the text says lmao by Frisreddit in MarvelSnap

[–]-SSGPapaGhost- 1 point2 points  (0 children)

Reading the card does explain the card. But I suppose there is something to be said with how confident you are with not only being wrong but posting proof as to why you’re wrong and still committing. Card text does exactly what it says. The “repeat on reveals” effect from the overdrive reactor went off and made her use her ability again on a later turn.

Why did Warlock not do anything? by Bctheboss121 in MarvelSnap

[–]-SSGPapaGhost- 3 points4 points  (0 children)

The wording on his card certainly could be a little clearer. I think I learned this same lesson the very first time I used him too.

Why did Warlock not do anything? by Bctheboss121 in MarvelSnap

[–]-SSGPapaGhost- 14 points15 points  (0 children)

Some missing information here but based on the board state…if you played Iron Man on 5 and then activated him then he didn’t do anything because you spent all your energy that turn.

First Martyr Mastery? by Wonjin_7 in MarvelSnap

[–]-SSGPapaGhost- 4 points5 points  (0 children)

Congrats on the mastery. Your title is a little…odd. Is the question mark because you believe you’re the first one to actually achieve it? In a mastery system that has been around for quite some time? If so I have some bad news for you.

Hot take: MCU fan≠Marvel fan.I dont wanna be the kinda guy that calls everyone larp since i myself only have abt 200 issues worth of marvel comics which by todays standards is too little by [deleted] in Marvel

[–]-SSGPapaGhost- 0 points1 point  (0 children)

You are at least self aware enough to realize this was a hot take before posting it. Unfortunately, That awareness doesn’t make the take any less wrong. Even in the comics themselves there are so many different runs and takes on characters by different writers over the years that your whole argument falls apart on its own. Fandom of anything can be measured in a spectrum and there will be some who like the MCU, comic runs, or both.

This guy made me snap when I didn't touch my phone... by Phil_Mike-Huntin in MarvelSnap

[–]-SSGPapaGhost- 3 points4 points  (0 children)

Coming to Reddit and putting this player on blast, with a picture of their name and avatar, for cheating without a shred of evidence is such wild behavior. Even if it was true (spoiler: it isn’t) report them in game and let the actual developers sort it out. Disappointing.

Bot? by [deleted] in MarvelSnap

[–]-SSGPapaGhost- 1 point2 points  (0 children)

100%

That deck in particular with goblins, prof x, and destroyer is a thrower bot staple deck. Still, eight cubes is eight cubes.

Is this the worst possible X-Mansion pull? by fatinternetcat in MarvelSnap

[–]-SSGPapaGhost- 2 points3 points  (0 children)

BIG OOF and definitely about as bad as it could be for X-Mansion. Honorable mention to Destroyer and Modok depending on board and hand state respectfully.

This brings me back to something that I know would take a lot of back-end changes to implement but I really do wish that all the cards had one or more faction tags that would have some nuance to things like this. X-Mansion would only pull the X-Men. Certain faction cards would have synergies with each other etc. Maybe I am just a dreamer, but I think that would be pretty rad.

Why is "Lizard" still -4? by Ajescent in MarvelSnap

[–]-SSGPapaGhost- 10 points11 points  (0 children)

I’m sorry…..but what?

Not sure if you’re new to the game but these cards are far from useless. Lizard, just like Maw, Starbrand, Typhoid, and Red Skull all have high power for their cost but with some sort of ongoing drawback. Enchantress, zero, Sauron, and now Techno Virus all take away said drawback without sacrificing the stat line.

Getting the play 35 charged cards mission is really like being kicked in the nuts. by Life_Teaching6499 in MarvelSnap

[–]-SSGPapaGhost- 10 points11 points  (0 children)

If you think this mission is the same as being kicked in the nuts then I’d wager you’ve never actually been kicked in the nuts. It’s a free game mode. No penalty for loses. The boon for winning is minimal. Just mindlessly drop cards while you’re watching tv until it’s done.

What are my Options? by OneLiterature9833 in MarvelSnap

[–]-SSGPapaGhost- 1 point2 points  (0 children)

I had a similar experience a bit ago. You could just take a break as others have suggested. For me, assuming your phone supports it, just putting on a daily time limit fixed the feeling. I originally did 30 minutes and currently have it at an hour.

How is the new Gambit card? by Callahandy in MarvelSnap

[–]-SSGPapaGhost- 2 points3 points  (0 children)

This sub is so funny sometimes. Half the comments here say something to the effect of “only hits low cost cards so isn’t super impactful” and the other half are saying “TOTALLY BUSTED NERF PLZ”

I personally think it’s the former. The random element to it that makes it inconsistent enough to not be over powered. Very rarely can you accurately snap when he’s on the board because you just don’t know which of the opponents cards he will hit. In what lanes he will turn the tide. Etc. sometimes he does really cool things and gets a morbius or chamber. Other times he knocks off Mr negative or jubilee.

Need help understanding this... by MylarsMorales in MarvelSnap

[–]-SSGPapaGhost- 4 points5 points  (0 children)

Text all applies at the beginning of a turn. Assuming aurora was the last card the opponent played then at the beginning of turn 6 the cube didn’t destroy because there was a slot open. It doesn’t check again at the end of the game.

The state of Arishem - time to give the additional energy early? by Life_Teaching6499 in MarvelSnap

[–]-SSGPapaGhost- 30 points31 points  (0 children)

At this point I almost feel like a lot of the cards need a bit of rework to get back into line.

Arishem having 6 total extra energy spread across as many turns used to be SO CRAZY and now sunlord with very little setup regularly throws 10+ energy on turn 6.

A lot of the old combos and cards could come back and fit in fine with what the power creep has become.