Ghost-Spider Base Card Art

Ghost-Spider Decks to Try on Day 1 and Strategy Guide: To the Left (and the Right)

Another strong 2-Cost card will be joining Marvel Snap soon, and we're just as excited as you about the possible revival of Movement decks! Here is our strategy guide on how to best use the new Season Pass card Ghost-Spider, with 10 potential theorycraft decks for use on day 1!

Ghost-Spider is Marvel Snap’s Season Pass card for June 2023: Spider-Versus. It is a 2-Cost, 3-Power card that comes with a simple ability, but with broad possibilities: On Reveal: The last card you played moves here. Today we will review the latest Season Pass card, the strategies that may find success, and, of course, decks.

Season Pass cards can be obtained by purchasing the Premium Season Pass. When the season ends (first Tuesday of every month), it immediately becomes available as a Series 5 card. It can then be purchased for 6,000 Collector’s Tokens from the Token Shop initially as a Weekly Spotlight card until the next new card release, or opened via the Collection Level Track at a 0.25% drop rate in Collector’s Caches and Reserves.

Periodically, this card will undergo a Series Drop, which happens with every monthly patch, and then be cheaper and easier to acquire. For a full new card release and Series Drop schedule and how it all works, check out our dedicated guide.

Strengths and Weaknesses

Finally we get to move to the right! The highly anticipated support cards for Movement decks are coming, starting with potentially the strongest one – Ghost-Spider. Ghost-Spider has a simple effect on the surface: move the card you played last to this location. If you dig a little deeper, though, this is a truly unique effect that we can find plenty of ways to use this, and at two energy it is sure to see lots of experimentation.

The first and most obvious strength of the card is the Move effect. From the moment this card comes out, if you filter by the Move effect and select 12 cards (including Ghost-Spider), you now have a better deck than you did prior to the release. There is no reason not to include this effect in all decks that are all in on movement. It will allow more consistent activations of cards like Human Torch, Dagger, and Vulture, and it will combo with cards like Doctor Strange to create multiple targeted move effects. This is similar to when MODOK was released and instantly became a must include in Discard-focused decks.

She also presumably works with Hulkbuster, and we could even add her to decks without a focus on movement to shift otherwise immobile cards. This is huge for anyone who wants to try making Multiple Man playable.

The energy cost is the other significant strength of the card. The card can be bounced with Beast and become very cost effective. Over time, we may see Bounce packages coming together with the low cost Move packages to repeat the value from the move cards. There are plenty of targets now to re-trigger the move effects and the cards are cost effective, so the synergy is here.

The last strength to play to is how she targets the card she moves, similar to Iron Fist. This could lead to slotting packages of Move cards into other decks like the recently popular Miles Morales, Jeff the Baby Land Shark, and Polaris packages; however, unlike Iron Fist, we can set up for Ghost-Spider the turn before, and we don’t have to activate the effect if its not beneficial (by not playing the card). This makes her much more flexible than Iron Fist.

For example, if we commit to The Vault with a card and then end up losing there, we can move the last card we played into the location out and gain a benefit in another lane. This flexibility leads me to want to experiment with how this card can be included other builds. One example to point out: Ghost-Spider could move a card out of the way of an expected Enchantress or Shang-Chi.

The card is not without weakness. Her effect will always activate unless she is the first card you play (or you don’t play her). This will be overlooked by many, but unless you’re filling the location before you play her, the last card is moving into the location. If you wanted to leave the card there for some reason and cannot fill the location before you play her, you’re out of luck.

Another weakness (one that others may not mention) is the decks she may fit into. Movement decks have consistently been low performers in global win rates. This can be due to needing to move cards in order to get the power gains needed to win games. While this is why Ghost-Spider is so exciting as an additional movement effect, there will remain times where the deck just falls flat and the synergy you’re building to just isn’t good enough.

As this is an archetype that many will have shied away from until now due to these factors, here are some tips for playing proactive Move:

  1. Try to think ahead in the early game and play where you can activate effects later.
  2. Consider what happens if the next location flips and its a location you can’t play into. Do you need to get a card down in the unknown location now so you can move it later?
  3. Order is important, and cards like Iron Fist and Ghost-Spider will require you to consider the order the turn before and after to ensure you move the right cards.

The Verdict

Ghost-Spider seems very strong on the surface. Her initial release may depend heavily on if she really does elevate the Move archetype like MODOK did for Discard. Still, unlike MODOK and other archetype cards, movement in Marvel Snap can be a powerful effect, and this is arguably the most control you can have over a move effect in the game. This increases her potential significantly, and we could see her slot into many different decks as players get to experiment with using the effect.

Potential Score:

Rating: 8 out of 10.

Starter Decks (Theorycraft)

It is time for what you all come here for: the decks. Ghost-Spider requires us to look at Movement decks, and as we move down we will stray further and further away from this archetype to demonstrate the range of possibilities to consider with this card. As you will hopefully see, the card is more than meets the eye.

Movement

Just Move
Created by SafetyBlade
, updated 11 months ago
6x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
2.3
Cost
0-
1
2
3
4
5+
2.8
Power
0-
1
2
3
4
5+

This first deck is the Movement deck. This deck looks to move cards around throughout the game, stacking power and then finishing with Heimdall for one final move effect. Cards like Angela and Kraven can benefit from cards moving between lanes and make a great fit in these decks. Just remember to move towards Kraven and use Cloak on the lane you play Kraven.

We can consider Forge and Heimdall the flexible spots in my opinion as you could make this deck work consistently without Heimdall and you may prefer to have tech card options in the deck to counter opposing boards.

I want to take a moment to explain the logic here in putting forward a version without any tech options first. Proactive movement decks are at their core an aggressive deck. Every slot that is used on something that is not synergistic with your gameplan is a chance you will not draw enough of the cards you need to win the lanes. As you start adding control tools to the deck, the deck transforms significantly in how it plays.

Hulkbuster
Created by SafetyBlade
, updated 11 months ago
1x Collection Level 1-14
8x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
2.1
Cost
0-
1
2
3
4
5+
2.9
Power
0-
1
2
3
4
5+

Lower Series player or just want a budget shell to build on? The Hulkbuster version includes the ability to merge a card with Hulkbuster and then move it with Iron Fist or Ghost-Spider. This is because the merged card becomes the card affected.

The obvious application is Multiple Man on Turn 2 and then Hulkbuster on Turn 3 followed by Ghost-Spider on Turn 4 and Cloak on another lane. This creates three cards with seven power spread between each lane. The issue with the Hulkbuster direction is when you draw the cards in the wrong order, but the hope is that having the extra movement effect will help this version rise in consistency.

The featured version purposely is Series 2 friendly. Cards to consider are Human Torch and Dagger as other payoffs for the movement effects.

Movement Control
Created by SafetyBlade
, updated 11 months ago
3x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.3
Cost
0-
1
2
3
4
5+
3
Power
0-
1
2
3
4
5+

How can we combine some controlling tools with strong movement package? We can look to the best control tool in the game, Wave. This one card limits the final turn significantly and if we are aware of what we are going to do, we can plan for how we are going to abuse the effect.

I like to combine this with Goose as a way of locking out a lane going into Turn 6. We can then bring Aero back as a way to pull the opponents only card played where we want too. As we are supporting the control top end with movement tools we can include Kraven to benefit from even this Aero movement effect at times.

Dagger and Vulture are our movement scaling targets here and thanks to the Wave finish we don’t need them to move multiple times, just enough that we are ahead on Turn 5. America Chavez is here so we get more of our 2 drop options prior to Turn 5.

We are not aiming to counter our opponent by deleting cards here, we want to limit their options on turn 6 and win by being ahead.

Move & Bounce

Safety Spider
Created by SafetyBlade
, updated 11 months ago
4x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
3x Series 4 Rare – Collection Level 486+ (Pool 4)
1.9
Cost
0-
1
2
3
4
5+
2.1
Power
0-
1
2
3
4
5+

Another direction to take Movement decks is including a Beast package to replay several effects. This approach can be more difficult to play than the vanilla builds above, but the payoff is having more flexibility and higher ceilings.

The goal here is to land three cards you want to replay on Turns 5 or 6 into one lane on Turn 4. This allows you to bounce on Turn 4 and either replay on Turn 5 if you suspect Wave or hold them to play on Turn 6 without priority to avoid counter play. Kitty Pryde is an excellent addition to this archetype as she allows you to use the floated energy to buff her for the late game.

This version arguably benefits from Ghost-Spider more than the pure Movement versions as it wants to replay as many of the effects as possible.

More Bounce then Move

Bounce x Move
Created by SafetyBlade
, updated 11 months ago
4x Collection Level 18-214 (Pool 1)
5x Collection Level 486+ (Pool 3)
3x Series 4 Rare – Collection Level 486+ (Pool 4)
1.8
Cost
0-
1
2
3
4
5+
1.8
Power
0-
1
2
3
4
5+

If the Movement package isn’t pushing enough power, the energy costs of the lower cost movement cards synergizes well with the other Bounce packages. This deck looks to replace half the Hit Monkey deck with scaling Movement cards that we can also bounce and replay.

This can result in final turns that involve triggering a Human Torch, playing a buffed Kitty Pryde, and then finishing with Hit Monkey and Mysterio. I will leave you to do the math on these outcomes.

Silver Surfer

Silver Surfing
Created by SafetyBlade
, updated 11 months ago
3x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.7
Cost
0-
1
2
3
4
5+
3
Power
0-
1
2
3
4
5+

Silver Surfer could be the safer option to try early on with Ghost-Spider if you’re not as familiar with Movement decks. The package here looks small, but it is distilled down to the most impactful effects. You may notice Vulture and Kraven are the only ‘targets’ included in this version.

We want to hit Vulture as often as we can and move in and out of Kraven‘s lane, but moving any of the cards can be impactful if they are buffing Kraven. Most the rest of the cards in the deck can benefit Kraven indirectly, and we can aim to get Miles Morales down on Turn 4 alongside a 3-drop, then play Sera on Turn 5 before our final explosion onto the board.

Silver Surfing
Created by SafetyBlade
, updated 11 months ago
3x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
2.4
Cost
0-
1
2
3
4
5+
3
Power
0-
1
2
3
4
5+

Sera is potentially no longer and we could easily drop her for Cloak or another 3 drop. Is this how we finally make Kingpin good. Den suggested an amazing combination we can use to fill the slot opened up by Sera.

Cloak on turn 5 with Kingpin on either turn 5 or 6 is a potential lock out against opposing move decks or just a lane clear if they don’t see it coming and move cards into the location.

Combining this with multiple 3 cost cards which can be buffed by Silver Surfer and enough 2 drops that we can be energy efficient throughout the game could be the winning combination.

Value

Value Move
Created by SafetyBlade
, updated 11 months ago
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

When the dust settles, this may be the direction with the most room for exploration. This deck aims to use Ghost-Spider as a flexible part of a deck built around reducing the cost of both Stature and Miles Morales. If we can reduce these by Turn 5, we can play Shuri along with either of these two cards.

We can also try to set up turns where we play Shuri into Stature and Miles Morales on Turn 6. Ghost-Spider can even pull the card out of Shuri‘s lane if its a losing position. Imagine Shuri into Miles Morales on a flooding lane just to pull the card out as your opponent Snaps.

Sera

Sera Control
Created by SafetyBlade
, updated 11 months ago
3x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
3x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.5
Cost
0-
1
2
3
4
5+
2.3
Power
0-
1
2
3
4
5+

Sera may have an even higher ceiling as an enabler than the vanilla Movement decks, so here we have some Sera decks to consider. This version aims to reduce cards to either counter the opponent on Turn 6 or drop an absurd amount of cards. What Ghost-Spider does here cannot be underrated.

Sera alone on Turn 5 can enable Dagger (one energy) into Ghost-Spider (one energy), Mysterio (one energy), Hit Monkey (one energy), and Kitty Pryde (one energy). Aside from this high roll, we are just playing a good tempo Sera deck with counter cards that we can use more effectively due to cost reductions.

Sera Move
4x Collection Level 18-214 (Pool 1)
5x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.5
Cost
0-
1
2
3
4
5+
2.7
Power
0-
1
2
3
4
5+

This version from our resident expert den is pure power. Several combinations of cards can be played throughout the game for power. We then can use our Sera on Turn 5 for combinations like Aero, Dagger, and Ghost-Spider. The range of possibilities to create power and counter your opponents with cards that also benefit you demonstrates how Ghost-Spider may be the card that brings back the Sera power decks from the Beta days.

Closing Thoughts

Ghost-Spider will improve Movement decks. There is no way this does not happen. Whether these become top tier decks will still be questionable from one additional movement effect. Still, at her energy cost, she potentially rises above the other Move cards and can lead to new builds of different decks, or even inspire some new ways to build decks supported by Movement cards. This makes her a very exciting card in her own right, even if the all-in decks don’t live up to the hype.

If you’re looking for more Ghost-Spider decks, check out our picks from the community below:

Who is Ghost-Spider?

Swing into action with Ghost-Spider, the sensational arachnid-powered hero with a twist! Born from the iconic Spider-Man legacy, Ghost-Spider, also known as Gwen Stacy, brings a fresh and electrifying energy to the world of Marvel comics. With her distinct blend of wit, agility, and musical talent, Ghost-Spider weaves a web of excitement as she navigates both the familiar streets of New York City and the parallel universe of Earth-65. With her punk-inspired attire and sleek white-and-black costume, Gwen Stacy effortlessly merges her love for music and heroism.

What sets Ghost-Spider apart is her unique musical talent. With her drumsticks in hand, she showcases her rhythmic prowess, drumming up a storm both on and off the stage. Marvel at the seamless blend of her musical abilities and crime-fighting prowess as she orchestrates epic battles to the beat of her own drum. Gwen Stacy proves that heroism and rock ‘n’ roll can go hand in hand!

Good Luck Have Fun and Stay Safe!

Captain Marvel Artgerm

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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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