Danger Room

Danger Room Hot Location Guide: Strategy, Best Cards and Decks

This week's Marvel Snap Hot Location is Danger Room: Cards played here have a 25% chance to be destroyed. This location will show up 50% more frequently in games for 24 hours. Here are our proposed strategies with the best cards and decks that you can try (including for Pool 1 and Pool 2 players) for the new meta!

The Hot Location for the next 24 hours is Danger Room: Cards played here have a 25% chance to be destroyed. This is a New Location for Marvel Snap’s July 2023 season, Rise of the Phoenix, that starts on selected Wednesdays and Sundays at 3 AM GMT. For 24 hours, it has a 50% chance of showing up in games.

Players who strategically build around the location or counter the decks that do so can have an advantage over their opponents! Let’s find out what the best strategies, cards, and decks are for the new meta!

Strategy and General Tips

25% of time, your card is destroyed 100% of the time. Very few locations have the primary recommendation to “find a way to turn it off”, but this is one of them. The odds here are actually in your favor when you play into the location, but it never feels that way. This is an interesting dynamic since, in practice, lots of players avoid playing on the location until very late so they don’t risk “losing” their cards but will later play their power play into the location and roll the dice. We can try to abuse this dynamic with Lockdown strategies.

The other option is to build a deck that doesn’t need to play into the location and let your opponent take the risks you don’t have too. This can be accomplished either by going wide with effects or moving cards into the location.

Lockdown decks have been on the rise, and this location can help these decks. The location acts a deterrent, giving you the potential opportunity to steal it with cards like Professor X or Storm. If your opponent is not playing into the location, this will often lead to a lane secured for yourself early on, and then your deck will only need to secure one more location to win.

Movement decks can also avoid the negative impacts of this location and sneak more power than the opponent without having to play the odds. Cards like Human Torch, Vulture, and even Captain Marvel can be used to get into the location with less risk. We can then force our opponent to take risks to beat us on the lane. Yes, the odds are the card played on Danger Room will survive, but players often won’t risk losing their cards until they have to.

One less obvious (but potentially very effective) strategy is to go with a deck that only needs to play cards on one or two lanes. Hela and other The Living Tribunal decks fit this requirement because they can put significant power on all three lanes with ease. The weakness here is that counter play can be even easier than usual, and one bad location alongside Danger Room could equal disaster.

Captain Evolution

Captain Evolution
Created by SafetyBlade
, updated 2 months ago
2x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3x Starter Card
3
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

This deck keeps everything that is strong about High Evolutionary Lockdown strategies and swaps in two cards. Armor is the first of these, but if you own Jeff the Baby Land Shark it could be swapped back out. The goal with Armor is to protect the key 1-drops which are starting to come under fire by Killmonger again due to the recent meta shifts. We would primarily like to play Professor X or Storm for our Danger Room play, but this won’t always be possible.

Captain Marvel is here instead of Doctor Doom. She can act as an excellent way to win back Danger Room or Flooded, and she can be played before Turn 6. This allows your play on Turn 6 to win a lane with Evolved Hulk and have Captain Marvel go wherever she is required. Legion could potentially take this slot if you own the new card.

Multiple Phoenix

Multiple Phoenix
Created by SafetyBlade
, updated 2 months ago
4x Collection Level 18-214 (Pool 1)
6x Collection Level 486+ (Pool 3)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.2
Cost
0-
1
2
3
4
5+
3.9
Power
0-
1
2
3
4
5+

The Multiple Man destroy deck can interact with the location in unique ways. First, you can play Human Torch there and actually hope for the location to trigger, but usually you want to use the revived movement card to steal the location and then play either Taskmaster or Red Skull on the other lane. We include Magik here as she can give you an extra turn to move cards around or potentially still go for Shuri and Red Skull on a lane after the revived The Phoenix Force play.

One mistake I often see with this deck is waiting to revive The Phoenix Force on Shuri. This not a requirement, and one of the best ways to play this deck is to revive a card on Turn 4, on Turn 5 play Ghost-Spider and Shuri (and get an extra move), and on Turn 6 Red Skull with Magik giving you the opportunity to move one more time if the game goes to Turn 7.

Any Opportunity to Play Hela

Any Opportunity To Play Hela
Created by SafetyBlade
, updated 2 months ago
2x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Starter Card
4.4
Cost
0-
1
2
3
4
5+
4.2
Power
0-
1
2
3
4
5+

This deck looks to improve on the ceiling of the Iron Lad and Jubilee shell for Hela Tribunal by including another back up plan — Morbius and Dracula. The deck allows us to play Morbius on one lane and Dracula on another lane. Then, when MODOK flips, Morbius will go to hit eight or ten power and Apocalypse can be discarded twice for Dracula.

We sacrifice other ramp tools outside of Magik giving an additional turn, so we have to be slightly more honest with the Hela combinations. But if we do play MODOK without Hela, the potential fall back is buffing Morbius and having Dracula go to 16 power with Apocalypse in hand.

Series 2 and Below (pre-CL 474)

Move – Series 2
Created by SafetyBlade
, updated 2 months ago
1x Collection Level 1-14
8x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
3
Cost
0-
1
2
3
4
5+
4.1
Power
0-
1
2
3
4
5+

For Series 2, you can use Armor or Storm to turn the location off, or you can go in this direction. Movement decks allow you to leave the location on and your opponent may then have to gamble when you don’t have too. This may help you get extra cubes as your opponent tries to contest. Just remember not to play Cloak on the location and letting them get in for free.

What is the Danger Room?

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The Danger Room is a training facility used by the X-Men to simulate dangerous situations and hone their fighting skills. It is located in the X-Mansion and is equipped with a variety of holographic and robotic technology that can create realistic scenarios for the X-Men to face.

The Danger Room was created by Professor Charles Xavier as a way to help the X-Men learn how to use their powers effectively and to work together as a team. Over the years, the Danger Room has been upgraded with new technology, and it has been used to simulate a wide variety of scenarios, from simple hand-to-hand combat to complex alien invasions.

The Danger Room has been a valuable asset for the X-Men, and it has helped them become one of the most powerful superhero teams in the world. However, the Danger Room has also been used against the X-Men on occasion, and it has been the site of some of their most dangerous battles.

In addition to its physical capabilities, the Danger Room is also home to Danger, a sentient AI program that controls the room’s systems. Danger has been a loyal ally to the X-Men, but she has also been known to turn against them on occasion.

What is your strategy? Let us know in the comments below, or our Discord community! Remember to share your decks using our deck builder or browse our deck database!

Good luck, have fun, and stay safe!

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SafetyBlade
SafetyBlade

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

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