Marvel Snap Zone Premium
Marvel Snap Zone Premium
Electro Art

Electro Ramp Guide

Need a powerful deck that doesn't require Series 5, Series 4, or even that many Series Three cards? DoggertQBones has you covered. Find out what he likes so much about Electro Ramp and learn about the best practices to be ramping with the best of them!

Hey everyone!

For those who don’t know me, I’m DoggertQBones, and normally, you would find me over at MTG Arena Zone doing content on Magic: The Gathering. That said, I got into Marvel Snap the day it was officially released, and I’ve been pretty hooked since then!

As I haven’t been playing as long as many of our contributors, I can help add perspective to the plights of the “newer” player (who has over 2,000 Collection Level) so I’ll be doing some content where we may not have all the cards yet. Heck, I haven’t finished Series 3! Despite that, I’m hoping that I can give some insight on the decks that have been performing the best for me. In that vein, let’s go over what is likely my current favorite deck right now – Electro Ramp!

Electro Ramp
Created by DoggertQBones
, updated 14 days ago
1x Collection Level 1-14
2x Collection Level 18-214 (Pool 1)
5x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)

Overall Strategy

It’s no secret that, compared to many other decks on Marvel Snap, Electro Ramp is relatively simple. At it’s heart, you’re hoping to play Electro on turn three, then use the energy advantage you accrue each turn to overpower the opponent with plays ahead of schedule!

This gameplan is quite easy and the fun of just slamming huge threats turn after turn is a huge treat!

Finally, one of my favorite things about the deck is that it’s quite budget friendly! You don’t really want or need any of the Series 4 or 5 cards (I use She Hulk which is Series 4 right now, but not only is she not a staple, she’s being downgraded next week), so as long as you play consistently, you can have some iteration of this deck relatively quickly!

Potential Inclusions

The best part about ElectroRamp is that the deck is extremely customizable. Generally speaking, you’re going to play only a few cheap cards and then a bunch of expensive ones to get the most value out of Electro. It’s very similar to how Zabu is constructed in that capacity as we’re really looking to use Electro to the best of his ability. That said, there have been plenty of cards I’ve tried out in these slots!

  • Iceman is just a generically good one drop that I’ve played for a little bit
  • Agent 13 could help give you something else to do if your hand is clunky otherwise, but I’m not the biggest fan of that
  • I have seen Ramp lists with Psylocke, but I feel she makes sense when you are trying to play an important four drop, which doesn’t make much sense in this list, but it could be tuned to make it more sensible
  • Scorpion is a generically strong two drop and one I played for a good while to reasonable success
  • Wave could be a reasonable inclusion in theory, but it does contest with the turn three Electro. I’m not a fan, but I wouldn’t fault those who like it as it’s a great play if you whiff on Electro.
  • Maximus is an interesting inclusion as it can help you catch up if you don’t find Electro early
  • I used to play Sandman as making the one spell a turn thing symmetrical seemed strong in theory, but it didn’t feel that great in practice
  • I have seen lists with Dracula, but I ended up not liking him particularly much when I used it
  • Devil Dinosaur is reasonable despite not having support around it as you’re privy to have a lot of cards in hand as the game ends
  • Aero is a great card, so if you want to play it, that’s very reasonable
  • Magneto is an awesome threat if you have it. I currently don’t have him so I’m playing an additional 5 drop in his place, but once I do, I would probably cut Vision
  • If you don’t have all the top end threats, I have actually played Hulk and Giganto myself! Although neither are ideal, both performed a lot better than I anticipated!

Turn Guide

Turn 1

You only have two potential one drops, so you’re more than likely skipping this turn.

Obviously, if you have Sunspot, you can just deploy it as it’ll grow for as long as you’re skipping turns.

Generally you’re not going to be playing Ebony Maw on turn one, but it’s not impossible. If you had a hand that was Ebony Maw, Armor, and Electro, thus your turns two and three are scripted, I would consider running it out on turn one.

Turn 2

This turn is nearly the same as turn one – play what you have. This time around, if you have Ebony Maw and Electro, you’ll definitely want to run out Maw at this point, otherwise it’ll just be stuck in your hand. You can hold if, for whatever reason, you can’t lock down a location (maybe if there’s a Death's Domain or Sanctum Sanctorum which would then clog two lanes), but otherwise, I like playing it.

For two drops, the only one we have is Armor. There’s two ways to go about playing this – safe and gamble. Generally, I opt for the safe route, play Armor on a lane that won’t inhibit my game plan, and move on. If you want to put it on the final location, you could as it could give you some value if it happens to be Death's Domain, Sanctum Sanctorum, or even the new Collapsed Mine which can really catch an opponent off guard!

Turn 3

Ideally, we’re playing Electro, but if we can’t, it’s the same deal as turns one and two.

Turn 4

From here, you have four distinct paths.

Path one is you didn’t have Electro and you don’t have Jubilee, which in that case, your earlier turns better have yielded something good or you’re very likely retreating at this point.

Path two is no Electro, but you have Jubilee, which makes the play obvious. The awkward part about Jubilee in these cases, especially if you whiffed on your early game, is that the odds of you pulling out an early game card can be quite high which may close off any opportunity of you catching back up to the opponent. However, if you’ve draw one or two early drops, then the odds of you hitting something good is very high. Even hitting an Electro at this juncture is rarely bad since turn 5 and 6 can be occupied by playing six drops.

Path three is no Electro nor Jubilee, but you have She Hulk! Not a bad play at all!

The fourth path, by process of elimination, is that you were skilled enough to draw and play Electro on turn three. So, in this list, we have four potential options from there – Jubilee, Leech, Vision, and Klaw.

For the most part, I won’t play Jubilee at this juncture if I have one of the other options, but if you’re looking for a specific card and you don’t believe your hand is going to help you, I have done it.

Leech is a generically good play against most strategies as you can severely inhibit the opponent’s game plan. This won’t always be the choice as this tends not to be good against decks that you believe have good energy to power ratios and/or anything that may run cards like Doctor Octopus, Red Skull, or Infinaut. Furthermore, you may want to wait until turn 5 to have a higher chance of hitting a key card they can’t play until turn 6, but playing this on turn 4 is still powerful.

I only deploy Vision at this point if one of the lanes is locked down, will be locked down soon, or I believe the mobility is important. If you’re playing this so you can access what should be a locked down lane, I try to snap before deploying it if you believe they don’t have the ability to contest than lane.

Finally, I play Klaw when I’m just looking for max power on the board as this is 10 power total.

Turn 5

If you didn’t play Electro this game, you can refer to the previous turn, but if you did, then you have a lot of choices from there!

Ideally, you’re going to play either Doctor Doom or Leader at this point. Both are obscenely powerful plays, but more importantly, if you can follow up either of them with Odin, it’s going to be very tough to lose from this position. If the boards are looking at all even, this is a great time to snap as the opponent will have a tough time contesting your next two turns. If this is your turn sequence, try to play your 6 drop on a relatively empty lane as the power spike from that card into Odin will be enough to win that lane in the vast majority of games.

If you don’t have a 6 drop you want to play, this can also be a good opportunity for Klaw or Leech, depending on the matchup.

Finally, She Hulk can be a great choice as well just as a 10 power threat.

Turn 6

Now, whether you had Electro or not, your turn is going to be relatively predetermined – this is the turn you need to apply the maximum amount of power on board as you can.

Leader is going to be the most typical play if you didn’t have Electro this game as it can win even game states as long as the opponent is looking to win with stats (think Death/Taskmaster end games) versus synergy (Cerebro or Silver Surfer).

If you need access to a certain location or just want to spread out power, Doctor Doom is a great choice as well.

If you’ve played either of the aforementioned cards already, Odin is an insanely powerful followup that will win you the vast majority of games.

Example Game Walkthrough

Game 1

A common thing with this deck, no early plays in sight. Not to worry! This will be a common occurrence and if you draw reasonably well, it’s easy enough to catch up.

So the opponent deployed Yondu, and of course, hit Sunspot which was a bit painful. However, we got lucky with Collapsed Mine coming through forcing both players to take the turn off regardless.

I made the decision to draw Electro here, which was a good one considering I didn’t have a play otherwise. With all three lanes known, I decided to contest the center lane to force the opponent to commit more there, but in reality, any of the lanes would’ve been a fine choice.

Interestingly enough, they just passed the turn back, so I was somewhat unsure of what they were on. My instinct was Zabu, but in case of anything nefarious, I opted to go for Leech. Going for Vision or Jubliee would have also been reasonable, but considering they seemed very far behind, clearing them out of anything that can potentially pull them back into the game seemed ideal.

In hindsight, this would have been a good turn to snap knowing that they’re likely playing very off curve.

As suspected, they turned out to be a Zabu deck after all. Since we have the very powerful Leader / Odin combo in hand and I know their hand should mostly just be no ability cards sans what they drew, going for that play was obvious.

Seeing the Leader and me having priority on nearly every lane, my opponent quickly retreated.

Game 2

Per usual, not much early game to speak of, but we do have Ebony Maw from Hell's Kitchen. However, since our first few turns aren’t scripted, no need to play it right now.

Collapsed Mine came up which was awkward considering I just drew Armor, but as long as I don’t draw Electro next turn, I have a pretty good sequence. At this point, my opponent snapped thinking I would be losing too much tempo, but little did they know, I’m an Electro deck!

Both players passed and Oscorp Tower came up. I did consider putting Ebony Maw there and Armor elsewhere to lock down Oscorp for my opponent, but decided that just developing into one lane would’ve been smarter. To that end, I chose to play both cards in the center lane.

Something you definitely hate to see – the opponent hitting their titular three drop when you don’t have yours. To make matters worse, the Iceman they played turn one hit my Jubilee so I don’t even have a play this turn. The Retreat button is looking very tempting at this point, but since they already snapped, I may as well continue playing.

So the screenshot for turn 5 didn’t show up, but I’ll go over that and turn 6.

For turn 5, surprisingly, my opponent played Kazar and Sandman. I did not expect to see Sandman out of a Zabu deck, but maybe it’s tech for the mirror. Nevertheless, seeing that, I realized I was back in the game. At that point, I had three choices – Vision, Jubilee, or the Klaw I drew for turn.

I ruled out Klaw immediately as I didn’t think my opponent would continue contesting the middle land, thus making it a poor play left, I literally can’t play it center, and playing it right is obviously bad. So, that leaves Jubilee and Vision. Considering I already had Leader, She Hulk, Odin, and most of my 5 drops in hand, I realized my good hits were very limited. To that end, I just deployed Vision while they went Antman in center.

Considering I was ahead in two lanes, I decided to go for the Snap and Leader to see if they wanted to continue. They did and they played Ultron which nabbed me an Ultron. With Ultron on both sides, I was able to win both lanes.

Snapping and Retreating

A lot of your Snapping and Retreating are going to hinge around whether you have Electro or not. If the opponent doesn’t do much, or anything, early and you have Electro, you can snap turn three. Otherwise, I like snapping the turn I’m going to deploy something huge – generally a Leader or Doctor Doom.

Retreating is also pretty easy with this deck as, if you’re behind, you’re generally quite far behind. Since we have so many powerful late game cards, I try not to retreat if the opponent aggressively snaps, but if they snap turn three or sooner and I don’t have good early game, retreating is a very reasonable option.


All in all, I have been a big fan of Electro Ramp as it’s newer player friendly both in construction and game play. Furthermore, the satisfaction of making ridiculous plays in the face of whatever opponent you happen to be facing is a very satisfying play pattern. If you need a powerful deck that doesn’t break the bank, I highly recommend you try this one.

Thank you for reading!

Marvel Snap Zone Premium

Enjoy our content? Wish to support our work? Join our Premium community, remove all advertisements, an exclusive badge, and more!

Articles: 1


Leave a Reply