Marvel Snap | BEST BEGINNER DECK (EASY Win Guide)

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This is the best beginner deck in Marvel Snap!
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Keep in mind all of these cards are ones you can get very early in the game as starter cards that you get right when you begin playing the game or cards you get from Pool 1 which is Collection Level 18 up to 214.

The first deck was getting me over a 90% win rate all the way up to level 30! And then the other deck, which I'll tell you about in just a second, will help you get from level 30 up to level 50, all while still using just starter and pool 1 cards!

This is what you're going to want to use when you first load up the game. The majority of the cards in this deck you will have very early on and there's a LOT of firepower here to work with. The core strategy here is to get one location filled with low to medium cost cards like Antman, Hawkeye, Domino, Captain America, and Mister Fantastic. Use your big hitters at the end to solidify whichever location you need to steal from the opponent to get 2 of the 3 location wins. More often than not, playing hulk on turn 6 will be enough to get you the win on a location or even win the location by himself as 12 points at a location is a big round for beginners.

Here's what an ideal game would look like at each turn:

Turn 1 - put Antman down on the left location if the location is favorable to Ongoing cards or for having many cards in that spot. We're going to fill this spot up to maximize Antman's ability. If the left location is not favorable, play him in the middle. If you don't have Antman, you can play hawkeye in either location instead.

Turn 2 - You will always draw Domino on turn 2, so you are guaranteed to be able to play here here. Add her to the location you put Antman or Hawkeye on. This will help both of their abilities.

Turn 3 - Ideally you have one of the 3-cost cards here. If you played in the middle, use mister fantastic so both other locations get +2 power. If you played left or right, you can play captain America with the other 2 cards you already have down to boost them. If you want to take a chance and play on a new location, you should play morph and hope its a high power card from your opponent's hand that we can capitalize on in the later rounds.

Turn 4 - Ideally we have Jessica Jones here. Play her in a NEW location or any location that you know you will not be playing a card in next turn as she will get a +4 power boost if you play no cards there next round. You can pair her with morph if you have him down. We'll be able to come back and play cards with her again in round 6 if that's the best move at that time. If you don't have Jessica Jones, then play a combo of a 1 cost card and a 3 cost card in unison to maximize their abilities.

Turn 5 - This is where we REALLY have options and we want to do the math of the game we're in. If we have a lot of cards in our hand still, we can play Devil Dino to get +2 power for each card in our hand, but more often than not, we will want to play klaw or iron man here. Play klaw if you can confidently be leading 2 or all 3 locations after playing him. Play iron man if you have a location that will be unbeatable once you put him down. For example, if you have 3 cards with antman, domino and captain america, you would be able to play iron man for the 4th and final card at that location and yield 26 points at a location with no boosters. That's usually going to be enough to win that location, especially in low level games. And it'll probably give you an edge if you have a tiebreaker situation where you and the opponent both have just 1 location won.

Turn 6 - This turn is where the fun happens. Onslaught is going to double any of the 5 cost cards we have as they are all ongoing abilities. Pair him with Iron Man for a 4x power at that spot. Or pair him with klaw to get +12 on the location to the right and +8 on the location they are both on. But if the game didn't unfold where you can work with Ongoing abilities very well, then you bust out Hulk and drop 12 points where you need it most to finish the mission.

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