
Early Impressions: Ghost-Spider Synergies
Table of Contents
The range of Ghost-Spider decks showing up has been incredible, and she does seem to be meeting the expectations early on. She provides tons of flexibility and can be used in unexpected ways; however, she benefits greatly from having a support package in the deck. This support package does not have to be all in, though, and the lower curve of the best movement cards can allow for new ways to use these cards which were not effective before.











Today we will take an early impressions look at the return of the Movement cards, as well as some key support cards to consider.
The Best Synergies
This first section covers the cards that appear to be working best with Ghost-Spider. As more Move cards come out, some other cards may also rise in value alongside these (such as Kraven).
Vulture
Vulture is emerging as the most consistent support card for Ghost-Spider. Vulture gains five power each time it moves, and if we can hit it with Ghost-Spider and one other effect during the game (Cloak or Iron Fist are the easiest), we can add ten power to Vulture without having to rely on any other factors. The benefit here is most of this can be done early game, securing a lead and allowing you to include this package in decks that feature Wave. This package needs very little additional support, and the Ghost-Spider and Vulture direction looks like it will be an area to continue exploring as the season continues.
Cloak





Cloak is the Lizard of Move. It is showing its power with the extra Move support, but its real benefit is its two energy for four power. It also benefits from being a bigger boon for your deck than the opponent’s (outside of the mirror).
Dagger





Dagger is easy to write off due to her requirement being related to the opposing side of the board, but her low energy cost makes her very flexible and allows you to weave her into combo turns (and makes her a great bounce target). While not quite as good as Vulture, she does have the ability to slot two to three support cards, and she is proving to be significantly better than before.
Iron Fist







Iron Fist gives you the second move effect to combo with Vulture or Dagger. This can lead to these two cards getting out of control and winning lanes on their own, if played correctly.
Doctor Strange











Rounding out the cards that seem to be working really well with this package is Doctor Strange. This is because it curves well into many two-turn combinations with the other cards in this section. Buffing Vulture or Dagger to be the strongest card on your side and then pulling them again is the main plan, and Doctor Strange helps us do this more often.
Human Torch
This one almost didn’t make the cut, but as a scaling 1-drop this card is vital for the Bounce approach. Human Torch can easily surpass the other scaling cards with the right combination of cards. The energy cost is the biggest strength, though. You move him into a lane with Iron Fist or Ghost-Spider, and then Beast them back to hand for an easily repeatable effect.
The Not-So-Obvious Synergies
As you can see, the above cards alone do not make a deck. The best early decks have all combined this package or parts of this package with other good cards, so it’s important to discuss what cards can elevate the Ghost-Spider play patterns (with decks, of course).
Wave
As the cards that synergize well with Ghost-Spider can all be played AND activated before Turn 5, Wave is the first of the non-Move cards that you should be experimenting with. She allows you to consolidate your early lead and limit the final turn. This can be combined with a big play on your side, which could be anything from Heimdall to Doctor Doom. The important part is that it’s a one card Turn 6 and you’re ahead because your move cards are better value than your opponents cards.
Polaris






Polaris may not immediately come to mind as a support card since you don’t directly benefit from moving Polaris. She does, however, synergize with Miles Morales, AND you can move your opponent’s low-cost cards into locations they don’t want. If you need to, yanking five power back to another lane with Ghost-Spider can be effective.
Here we combine her with a deck looking to get good value. This list from NerfherderMS can create a flexible deck that pushes consistent power.
Juggernaut









The other direction is to simply convert your lead into a win by playing Juggernaut or another defensive card to finish the game. This once again allows you to turn that early good value package into a victory by denying strong counter plays like Hulk. The Silver Surfer package fits this plan well as it allows you to lock down a lane and buff Juggernaut after it’s played.
Kingpin
I never thought I would feature Kingpin, but with the current meta he can find a lot of use with this package. Cloak and Kingpin is eight power on a lane, and once played anything that is moved to contest the lane is destroyed on Turn 6. This means your opponent cannot move to that lane. Since you’re in control of the effect, as long as you don’t need to move there this combination does a lot. Playing Cloak on Turn 5 and Kingpin on Turn 6 with priority is also an amazing combination. Kingpin reveals and every card your opponent moved there is destroyed.
Beast







Beast reduces the cost of cards by one, and with the already low energy cost of movement cards this leads to easy ways to replay them. This can even scale above the Hit Monkey versions of old (or be combined with them). Beast is the key card, though, and we might see some experimentation with it in other packages.
Closing Words
There you have it, some of the early front runners for cards to include in your Ghost-Spider decks. What other strategies have you been trying? What sleeper synergies are still yet to be found? Let us know in the comments below!
Good Luck, Have Fun and Stay Safe!
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5 – Wave, 6 – Leader has been working well too.
Slay.
As soon as ghost spider came out I got to brewing. First obviously the move mechanic. Obviously she’s good with human torch, vulture, etc etc. But my ideas lie around mechanics that ARENT move. The first thing I tried was green goblin/hobgoblin and ghost spider and it WORKS. You can throw one of these bad boys into any lane and move it with ghost spider, the goblin will stay on the opponents side, basically acting like a makeshift Polaris but only for the card you played. My second idea was lockjaw and ghost spider because her wording says “move the LAST card you played to this location” so I thought why not pull from the deck right? Wrong. Lockjaw and ghost spider do NOT work but I really wish it did. The final option for ghost spider was playing her in a control shell, maybe high evolutionary lockdown shell but she seemed worthless in both decks. For now I reckon ghost spider will live only in move decks until some new cards come out or there are changes to lockjaw.