Hydra Stomper and Captain Carter are very similar at the moment. They both specialized in one particular thing, and they both look absolutely bonkers when the deck manages to achieve it. However, both cards are also limited in their ability to rack up a lot of cubes. Unless you can hold them in your hand until Turn 6 (and sometimes when you don’t), your deck probably tells your opponent they should expect those cards to come down. This makes it hard to control the stakes of the match.
If you don’t Snap before playing either of them, you give your opponent a chance to escape for one cube or steal some of your cubes with Enchantress. If you do Snap before, you get into a similar situation, except you get one more cube if your opponent can’t counter them and lose even more if they can.
Flexibility is the key to makes these two reach their full potential.
| Mission | # | Reward |
|---|---|---|
| Move Cards | 15 | 150 Credits |
| Win with Hydra Stomper starting in your Deck | 4 | 200 Collector’s Tokens |
| Win with Captain Carter starting in your Deck | 8 | 150 Gold |
Hydra Stomper Performance


Infinite Ranks Only
It is a bit weird to see a card make a significant jump in Win Rate between the “On Draw” and “On Play” metrics, and even weirder when it makes the same jump in the other direction with Cube Rate.
The obvious explanation here is that Hydra Stomper is a good card in its deck that helps achieve victory. However, it often scares the opponent away, which limits how many cubes you can gain if you play it before Turn 6. Worse, it can also be met with the ever-popular Enchantress if you decide to or have to play it early in a match.
It’s definitely a solid card, but it’s quite limited in how you can use it at the moment.
Post-Release Score:
For more information about Hydra Stomper, make sure to check out our strategy guide:
Captain Carter Performance


Even though the Move synergy has been a big focus for the past few days following the release of four Move cards, Captain Carter has remained a super popular card. The results seem to back it up, too, as the 6% Win Rate increase On Play compared to On Draw shows the Season Pass card is now a key contributor to her decks.
However, just like Hydra Stomper, Captain Carter can’t just be slammed on the board; you’ll give your opponent all the agency to decide how to handle it. If they can’t beat it, they can simply focus on the other two locations or leave the match. If they are running Enchantress, they will likely turn that location around and transform your confident Snap into a 4 or 8 cube fiasco.
Post-Release Score:
For more information about Captain Carter, make sure to check out our strategy guide:
Bonus Challenge Decks
If you want to complete both missions at once, I feel like Captain Carter probably transfers to a Move deck better than Hydra Stomper would to a non-Move deck. Maybe a Madame Web, Sam Wilson Captain America, Hydra Stomper package can be used in an Ongoing deck. Otherwise, you’ll likely have to complete each card’s missions separately this weekend.
Although that might take a little longer, it shouldn’t be particularly difficult to accomplish considering both cards have strong archetypes at the moment.
These decks are very specialized in what they do, either focusing mostly on Ongoing cards or Move cards. So far, both synergies have counters roaming around, but they keep posting solid numbers despite that.







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