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Lamentis-1 Featured Location

Lamentis-1 Featured Location Guide: Strategy, Best Cards and Decks

This week's Marvel Snap Featured Location is Lamentis-1. Here's our proposed strategy, with the best cards and decks that you can try (including for Pool 1 and Pool 2 players) for the next 48 hours!

This week’s Marvel Snap Featured Location is Lamentis-1: Draw 3 cards. Destroy both decks. This is a brand new location to kick off Marvel Snap’s The Power Cosmic Season, now added to the Location pool. For the next 48 hours, it will show up 40% more frequently in games during this feature period. Let’s find out what the best strategies, cards, and decks are!

What is Lamentis-1?

Lamentis-1 Featured Location

It’s a habitable moon of Lamentis. When Lamentis broke apart the parts of the planet crashed into the moon resulting in the death of all the inhabitants of Lamentis-1. It was therefore an excellent place to hide a deviation in time!

Strategy

This location is potentially very warping, but in a different way to many of the other new locations we have seen so far. Mathematically, it changes the game for both players.- you draw a lot of cards, but also lose access to future cards. Locations can flip on the first three turns of the game, so any of those flips can be Lamentis-1 and change the game.

Furthermore, as it is a location which happens On Reveal, there is no significant counterplay to the location. Similar to The Peak, there is a chance this warps around one powerful deck. Unlike The Peak however, it is not entirely clear if that deck is Mister Negative based (it cannot be as your deck will be destroyed by the effect thankfully – don’t try this).

There is another deck building problem to consider with this location – how to structure the curve. Decks with higher curves may be punished. For example:

Worst case scenario If Lamentis-1 flips on:

  • Turn 1: You could have 3 in hand and draw 3.
  • Turn 2: You could have 4 in hand and draw 3.
  • Turn 3: You could have 5 in hand and draw 2.

Best Case scenario if Lamentis-1 flips on:

  • Turn 1: You could have 3 in hand and draw 3.
  • Turn 2: You could have 4 in hand and draw 3.
  • Turn 3: You could have 4 in hand and draw 3.

To achieve the best case scenario, we have to try and play cards on 1 and 2 whilst drawing cards which win the game from the effect.

So having a good spread of cards which can maximise the draw and synergise well together is the way to go. If you only see 7 out of your 12 cards if it flips on 1, you want them 7 cards to be strong. Also if it flips on 2, you want to have played a card on 1 if you can, so you see 8 out of your 12 cards and so on.

Also, although none of the decks are specifically built around this, three cards stand out as potential inclusions if your looking to build or adjust your decks: Domino and America Chavez. I do not recommend Domino lightly and it may be incorrect BUT they may ensure you can play the first two turns on curve, maximizing the draw if Lamentis-1 flips, allowing you to always have a high % chance at a certain combination of cards hitting your hand by Turn 4.

Domino also should not be drawn by Lamentis-1 if it flips on turn 1 (this is an assumption) and America Chavez will never be drawn by Lamentis-1, meaning the draw 3 will be limited to cards you want. You will also naturally draw at least 4 other cards (your starting hand and draw).  If we employ both cards the draw 3 will therefore be (as long as you can play a 1 drop):

  • 3 of the remaining 6 cards if it flips on turn 1.
  • 3 of the remaining 6 cards if it flips on turn 2 (because you always draw Domino the other 6 cards stay in your deck).
  • 3 of the remaining 5 cards if it flips on turn 3.

So decks which want certain combinations of cards are potentially significantly better in this location. Also decks with lots of powerful combinations which use the combinations of cards are also potentially much stronger. Finally, the chance of drawing a key counter card is increased if one of these decks ends up being just too good.

Therefore this week, massive disclaimer: if you have a good deck you like, it may just remain good enough to keep playing!

Cards and Deck Ideas

Electro

Electro stands out here. He is played on 3, so if you have a larger chance of having the card on 3 due to Lamentis-1. Therefore, you have a larger chance of getting the effect off AND potentially having the cards to cancel it such as Enchantress. This build however looks to simply get Electro down on 3, draw as many combo pieces have possible then play a combo. So there is multiple combo lines included.

Lamentis 1 – Electro Wong
Created by SafetyBlade
, updated 2 months ago
2x Collection Level 1-14
2x 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)
4.6
Cost
0-
1
2
3
4
5+
4.1
Power
0-
1
2
3
4
5+

Goal is to get Electro, play a 5 drop or Wong, then play your best combination of two 6 drops which add power as wide as possible to win the game. Domino ensures we have a 2 play so if Lamentis-1 flips on 3 and we don’t “overdraw”. America Chavez we don’t plan on seeing but we hope it will ensure we see more of the Wong, Odin and Co. Their could also be an argument for Absorbing Man but I don’t see this as likely as we will only be playing one card a turn after turn 3.

Death

The Death decks always seem to just run the meta with a new location, and again this week they are very well placed and it’s impossible to ignore recommending them.

Lamentis-1 Death
Created by SafetyBlade
, updated 2 months ago
5x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
3.3
Cost
0-
1
2
3
4
5+
4.1
Power
0-
1
2
3
4
5+

DeathWave decks have low curve cards which can be played on turns 1 to 3 followed by big cards which you ant to draw. Drawing them consistently should mean you get to do your thing more and simply win more. Nothing too special here but America Chavez included as she can be good after Wave anyway and helps the curve. She-Hulk is a Series 4 upgrade to consider. Debrii is the tech inclusion this week which doubles as a good destroy card, just in case people think to try Galactus Electro decks.

Galactus

If we are talking about Death, the series 5 card to feature this week is Galactus. We can pair him with a Destroy package for the curve, more likely draw him, play him and win the game. Thankfully this will be easily countered by other decks and you can tech in Cosmo to be a good boy and turn off the lane they obviously leave open. As the new cards are here though, here’s a potential list to consider.

Lamentis 1 – Galactus
Created by SafetyBlade
, updated 2 months ago
4x 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)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Recruit Season
3.6
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

I have included more 1 drops than usual as I want to play 1 on 1 always and do not want to play Quicksilver (it is still a bad card). Wolverine and Sabretooth have great synergy and dropped all the goblin and other shenanigans you see in Galactus lists for Domino and Chavez. This version will suffer in none Lamentis-1 games for consider yourself warned.

Silver Surfer

So the first featured location has made Silver Surfer Negative unplayable, well what about Wong and Surfer, combined with Bast!

Lamentis-1 Silver Surfer
2x Collection Level 1-14
2x Collection Level 18-214 (Pool 1)
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 Recruit Season
3.3
Cost
0-
1
2
3
4
5+
2.8
Power
0-
1
2
3
4
5+

Replace Bast with a 1 drop if you can just to allow for turn 1 plays if you don’t have him. Goal here is to draw Wong, Sera and Surfer from the Lamentis-1 draw. Play Wong on 4, Sera on 5 then Silver Surfer and 2 other cards on 6. This appears to be the best way to try and use Surfer during the location and the mix of 3 drops might not be correct. However this should result in some consistent turns 4, 5 and 6 which should win games.

Pool 1

The early on-reveal package seems like the way to abuse the location. Domino and America Chavez are here to help you draw the middle of the deck which is made up of on reveal cards which all synergize well with Odin.

Lamentis 1 – Series 1
Created by SafetyBlade
, updated 2 months ago
4x Collection Level 1-14
5x Collection Level 18-214 (Pool 1)
2x Recruit Season
1x Starter Card
3.1
Cost
0-
1
2
3
4
5+
3.3
Power
0-
1
2
3
4
5+

Pool 2

As usual we expand on the Series 1 deck build and look to make it stronger using Series 3. Adding a lane lockdown package (basically just add Storm) is as usual the obvious upgrade. This should allow for locking out your opponent whilst continuing your game plan of using On Reveal cards to push power.

Lamentis 1 – Series 2
Created by SafetyBlade
, updated 2 months ago
5x Collection Level 1-14
4x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
1x Recruit Season
1x Starter Card
3.1
Cost
0-
1
2
3
4
5+
3
Power
0-
1
2
3
4
5+

Final Turn

Remember at the time of writing, these starter decks are untested. These are theorycraft ideas to get you going and looking forward to seeing what everyone comes up with for Lamentis-1. Make sure to leave a comment below, share your ideas on our Deck Builder and discuss with the community on our Discord!

Good Luck, Have Fun, and Stay Safe!

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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!

Articles: 45

6 Comments

  1. I know it’s wrong location, but how do I connect my tracker app account and the details from MarvelSnap to this site, so I could browse the decks here without having to reinput all my cards?

  2. So if your collection level is high enough that you’ll be facing people with Death in their decks and you don’t own Death yourself, it’s not really worth playing Snap during this Featured Location. Just lost five games in a row.

  3. Doc ock is a great turn five to force your opponents remaining cards onto one base while you try to win the other two. By turn five you likely don’t have that many cards left so doc can pull all of them to a base your not gonna win anyways likely wasting some combo cards in the process.

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