Marvel SNAP: Spider-Man Deck Guide (Tips, Cards, & Strategies)
All big Marvel games would feel empty without everyone’s friendly neighborhood Spider-Man, but luckily for Marvel SNAP players, Spider-Man is featured in the game as a card, offering excellent lane control and blocking support. Marvel’s iconic web-slinging superhero appears in Marvel SNAP’s Pool 3 for players to collect, with an On Reveal ability that stops an opponent from playing their cards at his location next turn. Despite his pop culture popularity, Spider-Man is a surprisingly underused pick in Marvel SNAP. However, players willing to step away from the current meta will find his ability useful in certain decks.
Players might soon be able to murder Uncle Ben to get Spider-Man’s card added to their hands, although the Uncle Ben card remains unreleased. As this dark twist on tactical decision-making hasn’t yet been implemented, the player must rely on normal card draws to get Spider-Man. Marvel SNAP’s Spider-Man is a 4 Cost 3 Power card, making him one of many cards whose benefit to the player is his ability rather than his Power. Spider-Man’s ability to temporarily stop an opponent from playing cards at his location can be decisive, particularly when combined with certain cards.
Certain cards, such as Marvel SNAP’s Black Panther card, are easy to build decks around. However, in picking Spider-Man, the player will likely find that he doesn’t steal the spotlight as a core card. Instead, his role is complementary, helping players disrupt their opponent’s card placement. Certain Marvel SNAP deck archetypes can be easy to spot, and Spider-Man is a great card to throw an opponent off balance. The player should keep an eye out for specific cards, such as Wong, whose abilities only work if their opponent plays more cards at those locations.
Spider-Man can stop these moves, but his ability depends on the player spotting common cards and recognizing their opponent’s strategies early. The player can also build a Marvel SNAP deck with a more active approach to playing Spider-Man.
This deck focuses on using cards to control the board through lane blocking. Cards such as Sunspot, Angela, and Lizard allow the player to build up a Power lead over their opponent in the first few turns of a match. Sunspot builds Power for each unspent Energy the player has at the end of each turn, which gives the player a card that steadily grows in Power. Angela gains 2 Power every time a card is played at her location, providing the player with a strong foundation to take Marvel SNAP’s best locations for themselves.
Lizard loses 3 Power if the opponent fills his location with their cards, but the player can stop this from happening by using cards such as Polaris, which can move a 1 or 2 Cost card away from his location. Aero has a similar role as her ability moves all of the opponent’s cards played that turn to her location. This allows the player to keep any locations they’re winning by preventing their opponent from adding to their scores.
The player can use Green Goblin to control a location as he flies over to the opponent’s side of the board, reducing their score and taking up valuable space. This can be particularly disruptive if an opponent plans to play more cards on Marvel SNAP’s Wong card or tries to summon discarded cards using Ghost Rider or Hela.
To score a victory, the player should try and lock down locations. Storm floods her location, preventing cards from being played there. The player can build more Power than their opponent before playing Storm and use Spider-Man to stop their opponent from catching up before the location is flooded. Professor X can be played in a similar combination with Spider-Man thanks to his ability which locks down a location for the rest of the game.
Using Storm, Professor X, and Spider-Man to shut down locations gives the player control over the board. Assuming an opponent’s deck isn’t under the control of Marvel SNAP’s unpredictable Agatha Harkness card, locking down locations also makes it easier to predict where they’ll play cards. The player can take advantage of this and play Gamora, who gains 5 Power if played at a location where their opponent has played a card that turn.
Gamora also synergizes well with Daredevil, who allows players to see their opponent’s moves on Turn 5. In addition, Daredevil gives the player useful information about how and when to play their other cards in those crucial last few turns.
Spider-Man is particularly great when paired with some of Marvel SNAP’s top cards, and the player has flexibility in building decks that include the card. For example, swapping in a Shang-Chi and Enchantress allows players to destroy their opponent’s cards and remove crucial Ongoing abilities. Alternatively, the player can swap one Spider-Man villain for another by replacing Green Goblin with Hobgoblin, who has -8 Power and can stop an opponent from ever making a comeback. As long as the player is careful about when they play Spider-Man in Marvel SNAP, they can start scoring some wins.
More: Marvel SNAP: Silver Surfer Deck Guide (Tips, Cards, & Strategies)