Chamber is the first Series 5 cards joining Marvel Snap for the December 2025 Season, Weapon X. It is a 3-Cost, 4-Power card that reads: On Reveal: Add 2 Thief’s Tools to your hand. Set their Costs to 0 if a card moved last turn.





Today, let’s explore the new card strengths and, of course, the best decks to try it out in.
Series 5 cards can be purchased for 6,000 Collector’s Tokens from the Token Shop as the latest Seasonal Spotlight card. They will be also be included in the Seasonal Series 5 Snap Pack for 5,000 Collector’s Tokens during their season and the following one.
Strengths and Weaknesses
One thing I like about Chamber is how simple it is to understand : Play or generate high cost cards to make Chamber big. However, Chamber might not like the current metagame that much, since 5-cost or higher cards aren’t the flavor of the moment with Move and Iron Hand packing very little of those.
With the top contenders out of the equation, Chamber needs to find other allies to pair with. Fortunately, the new 2-cost brings a lot of power to the table, meaning we can consider disruptive or flexible cards as strong pairings :























On top of those cards able to fit a lot of different archetypes, there are also multiple synergies, even if they aren’t dominant at the moment, known for packing plenty of high cost cards :




































Whether we beef up our deck with high cost flexible cards, or just build around a synergy with plenty of high cost already included, Chamber has multiple landing spots available. Plus, considering the card is pure power, Chamber will always represent a fine default inclusion as long as we have enough 5+cost cards in our deck.
However, I can’t help but wonder : Where is Chamber a necessary inclusion ?
Honestly, I don’t feel like we need the new 2-cost anywhere in particular, and that is probably the card’s worst weakness. Chamber is a good inclusion, but not a mandatory one because it doesn’t do anything except add raw power.
Sure, more power is always good, but as an Activate card, Chamber also carries the issue of that particular keyword. The 2-cost needs to spend a turn in play to actually gain power, while it also tells our opponent where we are likely to develop lots of points.
The Verdict: Should You Get Chamber?
Whenever we get a [2/7], Chamber should be worth its cost. As such, the new 2-cost is probably a safe purchase for someone looking for a high power card.
However, Chamber simply does not fit the current way to play Marvel Snap, meaning it will likely end up as a niche card at best.
It will be playable and likely a solid power-to-cost ratio, especially in the ranks below infinite, but definitely not a mandatory purchase.
Pre-Release Score:
Chamber Decks
In certain archetypes, Chamber seems able to grow to a [2/9] or [2/11] fairly easily. Then, whether it is to add even more to an already power stacked deck, or wrestle priority early in a match to guarantee certain abilities trigger as intended, Chamber represents a good utility card.
Here is a collection of archetypes able to pack enough 5+cost cards to routinely grant Chamber at least a bonus 6 power :
Variants
I hope this review of the new card was helpful. You can find everyone on the Marvel Snap Zone team in our community discord to have a chat or ask any questions.
Good Game Everyone!
















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