Cannonball Tyler Kirkham Variant Art

Cannonball and Hope Summers Decks: Bonus Challenge (Weekend Mission) Guide

Our guide for the this week's set of Bonus Challenge (Weekend Missions) featuring Cannonball and Hope Summers! Complete the missions efficiently using our decks, or find out how they are performing and decide if you want the card!

During the weekend, there is now one more set of Missions for players to complete: The Bonus Challenge! These involve additional rewards for winning games related to the week’s new card and the Season Pass card. These missions provide extra Collector’s Tokens and Gold!

You need to win games with the card starting in your deck, and it does not count if the card was generated by cards such as Cable, Loki, and Maria Hill. Each of these reward amounts will vary depending on the difficulty of the mission.

There will be Bonus Challenge Missions available for each new card release to allow players to earn back Collector’s Tokens and subsidize their cost. Players can also expect the rewards to be stabilized at 200 Tokens to help them plan their token budget for the month.

Bonus Challenge: March 22, 2024

This week’s Bonus Challenge Missions are:

Mission#Reward
Play 500 Power’s worth of Cards500200 Credits
Win with Cannonball starting in your Deck4200 Collector’s Tokens
Win with Hope Summers starting in your Deck8150 Gold

Most players will want to be efficient with these missions, so today we will give you three different decks that incorporate Cannonball and Hope Summers.

We’ll also give you a short guide on how to get the most out of the deck and finish the missions quickly, but first let’s take a quick look at the new card’s performance this week.

For more inspiration, make sure to check out our latest strategy guide on Cannonball as well:

Performance

Cannonball Meta Stats

The Avengers vs. X-Men season continues with the release of Cannonball this week. Cannonball is a 5 energy, 8 power card that either moves the highest power card on your opponent’s side of board or, when he cannot move the card, destroys that card and replaces it with a Rock. Targeted removal and/or targeted move, but it’s attached to 5-Cost card. Is the effect big enough to justify the cost?

Cannonball‘s first comparison to consider is Shang-Chi. It costs more energy, but it also has more power. For the extra power you also get to move the biggest card (which doesn’t always have to be over 10 power). So it should be great, right? It’s removal like Shang-Chi with more power that allows you to swing the lane. In practice, however, it is much, much worse than Shang-Chi. The condition is usually just not worth building for. If you move the card, more often than not it still loses you another lane.

Marvel Snap is simple and requires you to win two lanes. Cannonball may win you one, but, without a full lockdown on another lane, it will often just transfer the problem you were dealing with to another lane. This creates an issue where the only decks that can find consistent success with Cannonball are the ones that can fully lock other lanes before playing the new card.

This, in turn, creates a situation where the only consistent way to play the card is in decks that have not been very effective since the Professor X nerf. If you’re just swapping the lane you’re winning with Cannonball, it becomes hard to recommend him. But, if you can lock out lanes with Debrii and Professor X, he can be an interesting way to win games. This guarantees the destroy effect occurs, which can allow you to target cards that Shang-Chi could not.

The issue, then, is the cost; at five energy, it is hard to pair Cannonball with many other great plays on Turn 6, so Cannonball often has to be the game-winning play. When you play with the card a little, it is easy to find plenty of times where you would prefer many alternative cards in a tech slot – even in these Lockdown decks. Cards like Enchantress can often be much more flexible, and this creates a situation where replacing the card is easy. This is all before we consider the priority problem. If the opponent’s card is not revealed yet, Cannonball misses and destroys a less important card that is already revealed.

So, it’s not a consistent card, but it is playable as some kind of tech card. It also often means skewing your deck to ensure the effect is valuable to you. You can, however, play it in other movement style decks as a Control tool for Turn 5 or Turn 6. This allows you to play it with cards like Kingpin and Kraven without having to change your whole game plan to accommodate the card. This way, Cannonball can be a supporting piece rather than the card that wins the game.

This direction is much more interesting. However, there is a card that can be played before Turn 6 for a similar style of disruption: Stegron. Cannonball is targeted and has the additional condition when the card cannot move, but is that really worth the extra energy? Not to mention the lower power strategies you have to employ to use it consistently. Unfortunately, Cannonball has fallen a little short of the target, but it can be interesting to play in the right decks.

So, how do you use Hope Summers and Cannonball to rack up wins and complete the Bonus Challenge Missions?

Junk

Cannonball Of The Galaxy
Created by SafetyBlade
, updated 1 month ago
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
4x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Starter Card
3.1
Cost
0-
1
2
3
4
5+
1.8
Power
0-
1
2
3
4
5+

This version of the Junk deck looks to use the Guardians of the Galaxy to provide extra power, as well as the inevitability provided by Professor X and Debrii to guarantee hits more often. The goal here was to be less reliant on specific Lockdown outcomes and be more flexible with power on the final turns.

Cannon Junk
Created by SafetyBlade
, updated 1 month ago
7x Collection Level 486+ (Pool 3)
5x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.1
Cost
0-
1
2
3
4
5+
3.1
Power
0-
1
2
3
4
5+

This is a more all-in strategy. You have lots of ways to fill board slots, which creates a situation where, on the last turn, you can hit a card with Cannonball while already being ahead on other lanes. If you’re looking for the way to make the card more consistent, this is the way to go.

Move

Hope & Pray
Created by SafetyBlade
, updated 1 month ago
3x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.1
Cost
0-
1
2
3
4
5+
4.8
Power
0-
1
2
3
4
5+

This deck looks to try and use all of the 5-Cost Move cards with the help of Kraven and Kingpin. You scale here by moving your opponent’s cards around and then placing your power wherever you want it. Kitty Pryde allows you to always have a way to move Silk, and you can combine her with the 5-Cost cards in the later turns. Aero and Cannonball give you two ways to move the opponent’s final plays for the wins where you need them.

Hope & Move
Created by SafetyBlade
, updated 1 month ago
3x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
5x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.9
Cost
0-
1
2
3
4
5+
4.3
Power
0-
1
2
3
4
5+

This one goes lower to the ground to support Elsa Bloodstone and allow for the Move cards to be buffed by her. This gives you a little more flexibility, but you’re more reliant on the scaling effects to win. The basic plan is the same in theory: play Move payoffs and move your cards to where you need them on Turn 6.

Closing Thoughts

Wins with the new card may seem a tall order some weeks depending what quality of card is released. Hopefully this guide helps you decide first if you want the card prior to the missions coming out, and what you can potentially play to complete the missions quickly!

Good Luck, Have Fun, and Stay Safe!

Captain Marvel Artgerm

⭐ Premium

Enjoy our content? You can Support Marvel Snap Zone and your favorite content creators by subscribing to our Premium community! Get the most of your Marvel Snap experience with the following perks for paid membership:

  • No ads: Browse the entire website ad-free, both display and video.
  • Exclusive Content: Get instant access to all our Premium articles!
  • Meta Reports: Exclusive daily meta reports, such as the Ultimate Card Metrics Report, Top 10 Decks of the Day, Top 30 Cards, and Top Card Pairs tailored for you!
  • Team Coaching: Join our free weekly team coaching call sessions on the Discord server. Claim your Premium role and gain access to exclusive channels where you can learn and discuss in real time!
  • Premium Dashboard: Get full instant access to the member-only dashboard, the all-in-one page for all your benefits.
  • Support: All your contributions get directly reinvested into the website to increase your viewing experience! You get also get a Premium badge and border on your profile.
  • Special offerFor a limited time, use coupon code SBYREX4RL1 to get 50% off the Annual plan!
SafetyBlade
SafetyBlade

SafetyBlade is an reformed Hearthstone addict and Marvel Fanboy from Australia. Needless to say Marvel Snap is the perfect game for him!

Articles: 213