The Featured Location for the next 24 hours is Great Portal: Add a random card with 10 or more Power to your hand. This is a brand new Location added for Marvel Snap’s January 2024 Season, Planet Hulk. For 24 hours, it also has a 50% chance of showing up in games.
Players who strategically build around the location or counter the decks that do so can have an advantage over their opponents! So, what will you play?
Strategy and General Tips
Great Portal is our first new location of the Planet Hulk Season and this one gives you a card in hand which is 10 or more power. This synergizes with Skaar and as it happens when a location flips you will usually get the card before turn 4 (when the cheapest of these cards is playable).









18 cards in Marvel Snap have 10 or more power. Of these, only 5 cost less than 6 Energy with Death being the only card costing more than 6 energy. It is random generation but the pool of cards is really small, which means we may be able to find ways to abuse this to support some play styles during the location.
We also have a fresh metagame with the recent patch so we can take this opportunity to explore what builds could rise with the changes also. This week’s decks feature three archetypes that have potentially improved due to the recent changes as well as synergizing with this brand new location!






































Two cards always reign supreme as starting points when considering generation effects. Loki and Devil Dinosaur both benefit from cards in hand and generating a card make both more likely to be effective. They also give more play options for throughout the game which decks with these cards are effective in appreciate.
This means on average you will get a 6 cost card. With Quinjet this could be a turn 5 play, but the reality is more likely to be if your not ramping it is either an alternate turn 6 play or a card you will want to use as points for Devil Dinosaur or Loki.








We could also look to run a deck which ramps to 6 Energy by turn 5 and uses something like Arnim Zola to spread power also. However Shuri is potentially better as it can cover some of the weaknesses of 10+ power cards which are cheaper in the build. Shuri is a deck which an appreciate the extra big card as either potential targets or potentially just the final turn 6 play.












The 10+ power cards which do cost less than 6 often come with downsides like Attuma and Typhoid Mary. Shuri decks can and usually already carry the tools to mitigate these downsides such as Armor, Enchantress and even Sauron which call can make our cheap 10+ power cards better. We can also mitigate the impact from cards like Destroyer if they are rolled by the location.



























Loki
Loki and Devil Dinosaur seem to be the best way to go for this location. We have multiple ways to take advantage of the location whilst also attacking opposing decks effectively. It isn’t the most exciting direction but it is the one which allows you to benefit from the location whilst being able to attack the other decks well.
The Collector is still here as we do need a way to put consistent power down and although it doesn’t work with Loki anymore, the support cards for Loki still push The Collector‘s power level up.
Shuri
For Shuri, this version carries cards which can support the low rolls in the generation pool and synergizes with cards which are 10+ power. We include Skaar as a way to be a little more flexible and Alioth as a way to take advantage of being ahead and combat the rise of decks losing priority for Shang-Chi which is always inevitable when we have locations encouraging big cards.
Arnim Zola
Electro and Devil Dinosaur can be an excellent combination with Arnim Zola and one more card in hand makes this stronger whilst also potentially covering for bad draws or missing other outs. This along with the random games you draw Destroyer after Electro may make this the fun tier way to play during the location which gets some results.
Series 2 and Below (pre-CL 474)
Finally for lower collection level players, the plan is simple, Devil Dinosaur deck which focuses on Collector and runs Armor. Armor is the way we can mitigate a few of the cards with downsides we can pull from the location, making them still useful to us without major anti synergy with other cards.
Enchantress can be considered anti-synergy, but the ability to combat opposing ongoing effects is important at the moment and it also can protect against some bad draws from the location like Typhoid Mary and Red Skull..
Wrap Up
What is your strategy? Let us know in the comments below, or our Discord community! Remember to share your decks using our deck builder and browse our deck database!
Good luck, have fun, and stay safe!




















SafetyBlade





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