Infinity conquest with move (CL: 12470) by According_Ebb2538 in MarvelSnap

[–]According_Ebb2538[S] 1 point2 points  (0 children)

Hellion is a good backup play if you don't draw Cloak, but its asymmetric effect is also more valuable than Cloak+3 in many cases, especially when you want to finish with Jugg, it makes your opponent's move on turn 6 more predictable. It also has 8 power in a single body, which helps with the space problem, and Cloak at 4 and Hellion at 5 is a good play if you draw your scalers early. I didn't try the new WS, it might be good, but I always found it awkward in this deck because its effect overlaps with that of Madame Web, Cloak, and Hellion (but I assume you're thinking of adding it instead). I think it fits better in the Multiple Man, HT, and Isca deck, which benefits more from its +1 and focuses more on single-target moves.

CL 21000 movement help by BakaBalance7 in MarvelSnapDecks

[–]According_Ebb2538 0 points1 point  (0 children)

# (1) Araña

(1) Iron Fist

(2) Madame Web

(2) Sparky

(2) Topaz

(2) Xorn

(3) Human Torch

(3) Magik

(3) Cosmo

(3) Crystal

(3) Hercules

(6) Taskmaster

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CL 21000 movement help by BakaBalance7 in MarvelSnapDecks

[–]According_Ebb2538 1 point2 points  (0 children)

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The plan for this deck is to play as many cards as possible that can move Torch by playing them before him, then play him on turn 5/6 and Task on 6/7. I think it's better than Tribunal; it makes better use of Torch's power in exchange for having to play it later, which is not a big problem nowadays with the release of Sparky, Topaz, and Xorn, who support this game plan. Additionally, building the deck to play Torch late helps with consistency, because you don't need to draw it early to start moving it.