
Echo and The Phoenix Force Decks: Weekend Challenge Mission Guide
Table of Contents
During the weekend, there is now one more set of Missions for players to complete: The Weekend Missions! 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! This week’s Weekend Challenges are:
Mission | # | Reward |
---|---|---|
Win Matches | 20 | 200 Credits |
Win with The Phoenix Force starting in your Deck | 150 | 150 Gold |
Win with Echo starting in your Deck | 300 | Collector’s Tokens |
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 and Maria Hill. Each of these reward amounts will vary depending on the difficulty of the mission. There will be Weekly Missions available for each new card release. The goal of Weekly Missions is to allow players to earn back Collector’s Tokens from new cards and subsidize their cost.
The token missions are expected to differ from week to week, depending on the card. For example, three wins for 100 Collector’s Tokens, four wins for 300, and five wins for 500, depending on the week (1,000 Collector’s Tokens is on the highest end).













Most players will want to be efficient with these missions, so today we will give you three different decks that incorporate Echo and The Phoenix Force.
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.
Performance
Echo is in a unique position in the game. In theory, she can impact games from Turn 1. She costs one energy and can make certain decks difficult for your opponent to play. An Echo on board means the opponent cannot play Darkhawk, Professor X, Iron Man, Cosmo, the list goes on and on. So she should be a powerhouse as she stops many decks from being able to play on a specific lane. Some of these cards she ‘counters’ are the strongest control tools in the game, and she just ends all of them, right?
















Unfortunately, this appears to be very meta dependent (at best). If no one is playing Cosmo, then there is no value. If you block Professor X in one lane, you still need to compete with it on two others. If you want to ‘snipe’ an opponent’s Ongoing card, you need to be able to read exactly where its going and not have priority. There are more conditions than it seems on the surface.
Yes, she can help you dodge Cosmo, but you then have to do something that provides enough power in two lanes and can work around the lane where Echo is played in order to be worthwhile. There are few of these strategies worth exploring, and most of them cannot reasonably afford to draw a [1/2] rather than another part of its combos.





The problem, in reality, is that Echo rarely enables you to push significantly more power than you could without her Echo, and her impact on the board state is not easy to measure. We saw this same problem to a larger extent with Ghost. She enabled you to always lose priority, but, if you’re building your deck to lose priority, you don’t really need Ghost and she becomes a generic [1/2] card. Echo is actually much more useful than Ghost as it’s hard to deny that she impacts how the game has to be played, but it’s essentially the same problem.
If you’re building your deck so that you need this card to guarantee your power on two lanes, then the deck is unlikely to be consistent or good enough. So one use that many players are trying is including her in decks that are already powerful. While this does help her perceived performance when compared to versions without Echo, it’s unclear if she is helping at all. When a card like Echo is released, it is important to remember the goal in Marvel Snap is to win two lanes and then evaluate if the card can help you do that.














She does have some strong synergies. First, Wong is protected by her. She can be played into the lane and then Wong cannot be stopped by Cosmo. In the current meta, this felt redundant in practice, but there are situations and decks where this would have a big impact. The next problem you find, though, is you then only have two spots left to pull of any combination. Hela is another one that can be protected. Echo on Turn 1 into Invisible Woman on Turn 2 can still be countered by Rogue or Enchantress, but at least you remove the Cosmo. One less explored synergy — which we will be exploring below — is Destroy. She will protect a lane from Armor, allowing you to destroy your cards and move on with your day.
The final (and probably most important) synergy is with Control cards like Jean Grey. What she does here is force awkward situations for your opponent. Jean Grey forces the first play into a location, and then Echo silences the Ongoing card played there. Still, the issue here is that Echo is face up when this happens. You can play Echo later in the game and try to snipe Ongoing cards, and this is a recipe for 8-cube wins, but when you miss you’re left with a [1|2] that does nothing.
So, how do we use Echo and The Phoenix Force to rack up wins and complete the Weekend Challenge Missions?
Decks
This deck is still one of the strongest ways to play The Phoenix Force consistently, and it’s also one of the ways to get value from Echo. What Echo does here is guarantee a lane for your destroy cards. Both Armor and Cosmo are denied, so you have free reign to get some destroy targets off. We can also leave it in a lane as a deterrent for one of the deck’s biggest weaknesses: Professor X. The deck has been consistent since launch, and it is a good way to bring the two cards together to complete the missions.
This deck could be forced to run Echo, but it’s better without it. Here is the list without Echo. This allows you to destroy Human Torch or Multiple Man, move them after the revival from The Phoenix Force, and then copy with Taskmaster. Dropping Heimdall here allows your draws to be more consistent so you can always hit Multiple Man on Turn 2 into a Destroy effect on Turn 3.
There is a potential line with two 16-Power Multiple Man cards on Turn 5 where we play Shuri on Turn 4 into The Phoenix Force and Ghost-Spider on Turn 5. This shouldn’t need the Heimdall high roll for Turn 6 to win enough games for the challenge this week.
This is a pure Echo deck. We have a strong On Reveal package that is supported by Zabu. Zabu allows us to combine the 4-drop On Reveal cards to cheat effects and retrigger them around the board. Playing the deck focusing on retriggering Ironheart is often the right play.
While we don’t have Doctor Doom, we can rely on Jubilee and White Tiger to add to Storm‘s lane later in the game. The quantity of plays you can do on Turns 4 and 5 make the deck more flexible than it looks on the surface, and it can put out surprising amounts of power.
The ultimate Hela deck can run Echo to protect you from Cosmo. This allows you to be more confident setting up the combination. We have plenty of ways to pivot with this version, using Iron Lad or Jubilee for extra chances at drawing the MODOK or Hela. This gives us the extra draws we need to ensure consistency and push power with the deck.
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.
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