Lockjaw Fiona Hsieh

Evolved Lockjaw Detailed Deck Guide: The Best High Evolutionary Deck Still Crushes the Opposition

Learn how to play and build the best Lockjaw deck in Marvel Snap in this detailed deck guide that Bohe took to a 60% Win Rate and 0.60 Average Cubes per game in 230 games!

Evolved Wasp and Evolved Hulk nerfs weren’t unexpected. It was just a matter of time before High Evolutionary gradually became the stronger Big Bad in the game. Many of the Evolved cards he gives abilities to are too strong and playing those cards when we want to compete at the highest level of the game is one of the best options we have, even before the last OTA patch.

For many weeks, a lot of us knew that Evolved Wasp and Evolved Hulk were clear targets for a nerf. Although the change to Evolved Wasp went just as we expected, the change to Evolved Hulk was a curious case.

I honestly thought that the change they would make with Evolved Hulk would be just what they did with Evolved Wasp. +1 for each turn we didn’t spend all our energy instead of +2. Now, if Evolved Hulk continues to gain +2 power while this is happening and is in our hand or on the field, continuing to play the card in Evolved Lockjaw is certainly still extremely potent.

Evolved Lockjaw
Created by Bohe
, updated 10 months ago
1x Collection Level 1-14
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Starter Card
3.8
Cost
0-
1
2
3
4
5+
6.6
Power
0-
1
2
3
4
5+

The numbers from our Marvel Snap Zone Tracker don’t let me lie. I have been playing this deck long enough to say with confidence that it’s still one of the strongest archetypes in the game.

In the last few days, I have added many games to this count, and it’s clear that despite the aforementioned nerfs, the consistency in the gameplan is reason enough to not forget this deck, either as a playable option, or have a plan to deal with it.

Concept and Strategy

This deck aims to win one lane with Lockjaw using cheap cards such as Evolved Wasp, Spider-Ham, Mjolnir, or even Jubilee for bringing to the table big trucks earlier than they should be. This, combined with our high power plays during turn 6, makes winning two lanes easy most of the time.

Our gameplan tends to start on turn 3, playing Lockjaw or Thor. This can feel slow at times, but the way it pays off for us in mid-game and late-game is something that probably no other deck in the current meta can do quite the same way.

During turns 4 and 5, we will look to continue building our position with Jubilee and Jane Foster Mighty Thor. Jubilee is usually always better in the Lockjaw lane, although quite a good option to compete in another lane by herself if we have other ways to play on Lockjaw during turn 4. Jane Foster Mighty Thor is key to abusing our Lockjaw gameplan. She allows us to draw Evolved Wasp and Mjolnir again on turn 5 while continuing to power up outside of the board.

For the final turn, it’s normal that we have an advantage in the Lockjaw lane and we can close the game by winning another one with some powerful 6 energy play like Evolved Hulk or Magneto (or any other drop 6 that we don’t already have in play).

The advantage of all this is that, unlike other decks where deciding whether to Snap or fold is usually difficult, this archetype has quite clear positions to do so, which has proven it to be one of the most consistent and solid decks in recent times.

Core Cards

Lockjaw Core

Lockjaw is one of the deck arms. A strategy that revolves around playing expensive cards before when they should be played is something ever-present in many card games and it’s usually always something powerful. In what refers to Marvel Snap, Lockjaw is one of the few ways to do this.

Evolved Wasp and Mjolnir are our best enablers. Both cards cost 0, allowing us to play any other card in our hand while still having a way to trigger Lockjaw‘s ability. Also, both can be played for triggering Lockjaw more than once thanks to Jane Foster Mighty Thor. We can also use Spider-Ham or Jubilee on Lockjaw.

With all these tools at Lockjaw‘s disposal, we can fight for another location with the rest of our cards while our dog friend is in charge of putting power in its lane.

Staples Core

Thor is the other arm of this deck. Something very important to know for playing this deck properly is that if we have both Thor and Lockjaw in our hand at the beginning of turn 3, playing Thor is most of the time the correct decision.

The reason for this is that we need Mjolnir in our deck as soon as possible. Not doing this makes the points ceiling of our deck become much smaller.

If we play Thor on turn 3 we can enable scenarios where we can play the hammer on Lockjaw more than once, making Thor gain a lot of power and having always a free card to trigger Lockjaw‘s ability.

In addition to Thor, Jubilee is one of the favorite cards for this archetype and one that always accompanies Lockjaw.

It’s a critical piece in this deck thanks to how flexible it’s within our gameplan. we can curve onto Lockjaw on turn 4, which will generate a kind of double Lockjaw trigger bringing two new cards to the lane. Drawing it again is usually beneficial since we have a lot of high-powered cards to go looking for.

In other situations when we have a 0-1 cost card we should try to play Jubilee on turn 4 or 5 in a different location than Lockjaw. Thus we will be fighting for two lanes at the same time very strongly.

Jane could looks like a card that was just designed to be played in combination with Thor, however, this archetype is where we can get the most out of her.

The ability to cycle Evolved Wasp and Mjolnir is very powerful. That’s why playing Thor early is important. If we manage to play our free cards in the Lockjaw Lane when we play Jane Foster Mighty Thor on turn 5, we will have those cards available again on turn 6.

The order is very important. Always keep in mind that during turn 5 we must play the 0 cost cards first and then Jane, so that after they return to our deck with Lockjaw‘s ability we can draw them again.

The Lockjaw archetype was always considered solid, but it was with the release of this big bad that it was put on the map as a Tier 1 deck.

While it doesn’t add much as a card per se, the buff it gives to Evolved Wasp and Evolved Hulk makes playing this variant of the deck the best option.

Trucks Core

The options for these slots in the deck are diverse, but after many games with it, I can say that each card in one of them is present for a very good reason.

Odin has many possible targets. That Jubilee brings Odin is one of the most important, but being able to activate Mjolnir again is undoubtedly the main reason for having Odin in the deck.

America Chavez is vital to slim down the deck when playing Thor or Lockjaw on turn three is our priority. Also, 9 points with a Lockjaw or Jubilee activation is pretty good.

Evolved Hulk is without a doubt an extremely powerful card. Even after the nerf, it seems strong enough to me that we decided to choose this version over any other, since, thanks to Lockjaw or Jubilee (or simply having it in hand) we can get it into play quickly making its continuous effect work at its best.

Magneto is always a strong option. Being able to interact with the opponent’s plan is something that not all decks allow themselves, and being able to move 3 and 4-cost cards in the current meta is something that makes many decks of the current meta stumble very hard.

Lastly, The Infinaut is a choice that slowly returned to the archetype due to the release of Spider-Ham. The pig is quite popular and if an opponent plays it against us, drawing The Infinaut will be beneficial rather than detrimental, since we will have a very strong card to ensure we win a location in the last turn.

Also, putting it into the table early in the game thanks to Lockjaw or Jubilee forces the opponent to have an answer for the lane or abandon attempts to contest it.

Cards Substitutions

During the rise of Spider-Ham, Giganto joined The Infinaut as a great option for the archetype. It used to take Magneto‘s slot.

Iceman is always a good option for playing a 1-cost card on Lockjaw lane. It’s usually played instead of Spider-Ham. The decision to play one card over the other is usually in consequence of the evolution of the meta. Iceman is best for delaying the cheapest cards while Spider-Ham does better work disabling higher-cost cards.

In conventional versions of the archetype (without High Evolutionary), seeing these two cards is usually quite common.

After the nerf to Evolved Wasp and Evolved Hulk, the regular version of the deck began to have a presence again, and without a doubt having Wave is very helpful against Bounce and Sera Control.

Doctor Doom is still just as solid as before his nerf, and playing it together with Odin generates a powerful interaction.

Other Ways to Build the Archetype

Evolved Lockjaw Dracula
Created by Bohe
, updated 10 months ago
1x Collection Level 1-14
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Starter Card
4.1
Cost
0-
1
2
3
4
5+
6
Power
0-
1
2
3
4
5+

The best iteration against the mirror match. Dracula was one of the main options in the deck when the meta was packed with this archetype. This allows us to fight for one lane with just one card and makes drawing any of our 6-cost cards a favorable thing.

Doctor Doom helps a lot to have an option to enter closed lanes, something also favorable against Evolved Lockdown and fight for all three locations at the same time, something that this archetype does not often do.

LockWave
Created by Bohe
, updated 10 months ago
1x Collection Level 1-14
1x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
8x Collection Level 486+ (Pool 3)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.8
Cost
0-
1
2
3
4
5+
4.8
Power
0-
1
2
3
4
5+

This is my conventional version of the deck. This archetype list is very good against Bounce and Sera Control thanks to Wave.

Jeff the Baby Land Shark works like Nightcrawler used to, which was played on this deck a long time ago. Good in all circumstances, and if he comes out in Lockjaw lane we can open the space without problems.

Not playing High Evolutionary gives us free slots. I usually fill one of those with Leader, which can catch more than one opponent off guard.

Lockjaw
Created by Bohe
, updated 10 months ago
1x Collection Level 1-14
1x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
8x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
3.7
Cost
0-
1
2
3
4
5+
5.2
Power
0-
1
2
3
4
5+

This is the version that our dear Den shared in our latest Conquest Tier List. For many it’s incredible that despite the nerf the archetype manages to maintain a 60% Win Rate. I think as Den rightly points out that we can attribute it to people having already stopped preparing for the match.

Snap and Retreat

The guidelines for Snapping or Retreating when playing this archetype are pretty clear. Learning to recognize them is a matter of practice.

  • Snapping during the first two turns is not common, but is possible at the beginning of turn two if you have Lockjaw, Thor, and Evolved Wasp or Spider-Ham in your hand and no bad locations for us.
  • Snap on turn 3 before playing Thor and if have Lockjaw and/or Jubilee + Jane Foster Mighty Thor in your hand.
  • Snap on turn 4 before playing Jubilee and/or Lockjaw + a 0-cost card if you have good targets in your deck for them.
  • You can Snap on turn 5 before playing Jane Foster Mighty Thor if you are going two draw at least one 0-cost card with her ability and you have Lockjaw in play.
  • I’m not a fan of turn 6 Snaps but you can go for it if you have Thor in play and Odin + Mjolnir in your hand or if Evolved Hulk / The Infinaut can win a lane without worrying about not playing anything on other lanes.

Think about making a counter-Snap if you meet any of the conditions indicated above as favorable.

Locations

Good Locations

Bad Locations

Matchups

Bounce

Our deck looks to replicate the same plan over and over while Bounce is extremely flexible during the late-game.

Despite this, having the ability to follow our plan with Lockjaw while putting pressure on another lane means that Bounce can’t always be sure where to play on the last turn. Especially when we have Magneto and moving Bishop throws their mathematics off balance.

The most important thing in this match would be always keep in mind that in this particular case, we want to play Spider-Ham on turn 2 whenever possible to maximize hitting Beast or Bishop off the map. This put the game completely in our favor, especially now that Iron Man is less popular.

If you expect a meta packed with Bounce, playing Wave and Doctor Doom in your build is a good idea.

Sera Control

Since Bounce and Sera Control share a large number of cards, our plan against this deck is similar. The big difference is that I find the tools that are useful against Bounce are amazing against Sera Control.

Magneto can move more cards and Spider-Ham can completely derail their planes if we play it on turn four. With this in mind, playing Thor on turn 3 followed by Lockjaw + Spider-Ham on turn 4 is usually strong enough to put Sera Control in trouble.

Don’t forget that this archetype always packs Shang-Chi in their twelve cards. If you see Invisible Woman, don’t doubt Shang-Chi can be behind her most of the time.

Sera Surfer

Sera Surfer has gained popularity lately. Fortunately, it’s an archetype that we can punish strongly.

We can bypass their Goose and put a lot of points in the same locations thanks to Lockjaw and our 0-cost cards. Shadow King and Rogue are not enough for stopping Evolved Hulk, Polaris doesn’t have a target most of the time, and our Spider-Han can hit their Sera, breaking their plans completely.

If I can choose a deck to play against all day long while playing Lockjaw, I would choose Sera Surfer.

Turn by Turn Breakdown

  • Turn 1: We are not going to play anything on this turn unless we know what deck our opponent is playing and saving Spider-Ham for later doesn’t give us any benefit.
  • Turn 2: Same as turn 1.
  • Turn 3: Thor is our preferred play. We only want to play Lockjaw is we don’t have Thor.
  • Turn 4: This turn is important. The decision on where to play Jubilee is always relevant. Play it over Lockjaw if you have another way to compete for another lane on the final turn. Otherwise, play in a different location than Lockjaw and try to use Spider-Ham or one of our 0-cost cards to activate the Lockjaw‘s ability.
  • Turn 5: In the same way as the previous turn, it’s important to highlight the correct way to play our best card for the turn, which in this case is Jane Foster Mighty Thor. Always keep in mind that the order in which you play the cards this turn is important. Put the 0 cost card on Lockjaw lane first and then play Jane in a different location (her 8 power is always relevant). This will allow you to draw the 0-cost cards again to play them on the final turn.
  • Turn 6: If everything went according to plan, activating Lockjaw one last time won’t be difficult. Try to do it while also competing for another lane with a powerful play like Evolved Hulk, Magneto, or any truck you have in hand. Is important to note that Odin + Mjolnir in the same lane can make us win Thor Lane most of the time.

Closing Words

Although it may come as a surprise to many, Lockjaw-based decks are still extremely powerful.

Even after multiple nerfs, this archetype has not only survived but maintains an astounding 60% Win Rate. While it may have caused people to stop preparing against it, I think we’ll continue to see this deck in Conquest, ranked games, and in tournaments.

Thanks for reading this far, I hope you liked this guide. Let me know your thoughts in the Marvel Snap Community Discord as well as on my Twitter and in the comments section of this article.

See you soon with a new guide, dear readers, and until then remember what I always say; don’t forget to smile, it certainly makes a difference.

Captain Marvel Artgerm

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