
Machineworld Featured Location: Strategy, Best Cards and Decks
Table of Contents
This week’s Marvel Snap Featured Location is Machineworld: When you play a card here, add a copy to your opponent’s hand. This is a brand new location that is now added to the location card pool and will show up 40% more frequently in games during the feature period, for the next 48 hours.

What is Machineworld?

Machineworld is an alternate reality version of earth where Charles Xavier initiated the end of all human life by using Cerebro (infiltrated by Ultron) to reprogram Sentinels to destroy all Homo-Sapiens. In classic Terminator style this escalated too, let’s just destroy all life with a massive bomb and make this place a paradise for machine’s and androids. The Exiles arrive and help Machine-Man (who held the life essences of all the humans within him) to defeat the Cerebro so they can begin life anew.
Strategy
This is a tough location to take advantage of, and to some degree just playing a “good” deck might be the right strategy. Slower strategies can be punished by clogging their hand with useless cards, or cards which are negative for their strategy. This means having some sort of curve may be beneficial going into this location.
The problem with the strategies leaning into this one, is consistency and if they are actually going to help you win. The goal will be to put things in their hand, they either cannot play, or shouldn’t want to. Pair this with something which wins you the game at the end and there could be some fun to be had here. Remember, the maximum hand size in Marvel Snap is 7 cards, and this can prevent your opponent from drawing from their deck.
The assumption entering into this one is best turn to play into Machineworld is Turn 3. You can then potentially put up to 4 cards in your opponent’s hand which may be extremely disruptive and certain cards can be detrimental to your opponent whilst benefiting you.
This article will give you some ideas about what to build around alongside decks to try. As always in Marvel Snap it’s all about your collection so take what you can and what you like from this and good luck out there!
Cards and Deck Ideas
Ebony Maw & Quinjet










Ebony Maw cannot be used after turn 3. Therefore if you play it into Machineworld on Turn 3, it will be permanently stuck there for the rest of the game. Just be careful how you use the lane otherwise.
Quinjet can help you get the cards given to you back out at a premium. This one might be too greedy but should be worth experimenting with.
Two directions to take these cards as a starting point: a Spectrum deck and a Zero Deck.
This a Zero Zoo deck which has the capability to put multiple 1 drops into their hand on Turn 3. Ebony Maw is the premium, but you could also drop Zero into their hand on 3 and play into Mary or Lizard on Turn 4. I am unsure on the Ka-Zar inclusion but starting with this plan because it can enable some hold the 1 drops and play on 6 lines as a backup. It might be correct to just Play Red Skull though instead, and call it a day.
This is a version of Spectrum + Destroyer. You can hopefully drop Ebony Maw in Machineworld Turn 3. Quinjet has a dual purpose of allowing you to use your opponents dropped in cards AND get the Spectrum buff. Swap for other Ongoing cards in your collection as you like.
Discard
The plan here is to play a solid deck which gets better because you can drop cards which hurt your opponent to play whilst benefiting you.
Full Discard seems the stronger into Machineworld. You could be dropping 2-3 discard cards into the location a game, whilst advancing your plan by discarding Apocalypse and Swarm. The hope is this may block a draw or two for slower gameplans. In this list I am still featuring America Chavez because Dracula on 4, Drop your hand on 5, into Chavez on 6 is still a strong play line.
Sera Discard is one of my favorites and I am big fan of this deck in general. It has slight play into the location but will be less consistent as playing the discards prior to turn 5 or 6 is less likely to be of benefit to you.
Both these decks have also have the benefit of playing throughout the game and having less chance of your having your hand filled by an opponent. The risk is you might be giving your opponent cards which actually end up benefitting them with this strategy.
Sentinel
Hear me out! This one will be stuck and will STAY stuck in their hand regardless of how often they play it. Yes it’s 3 power but it’s a +1 to their hand for the rest of the game and costs 2 energy to use. Pair this with Sandman, Ronan the Accuser and Devil Dinosaur.
Two ways to play this idea:
Direction 1 – Heavy Sandman and lock your opponent’s hand plan. Early game focused on increasing cost of their cards and rocking draws. Transition to Sandman into Ronan or Devil Dinosaur, finishing with Taskmaster or Mystique to copy. Leader is the ultimate back up plan, especially if you get Sandman down prior.
Direction 2 – Might be more fun, combining an early game The Collector gameplan, with a late game handlock gameplan.
Viper & The Hood







Viper is a negative for most strategies. Unless you have stuff you want to kick over your less likely to want to play it. On top of that you can play The Hood then Viper on Machineworld. This clogs their lane and add two too their hand. The downside of this plan is if you use Carnage after to clean it up, you giving them a Carnage. Therefore a full junk strategy would be the way to go.
This could be fun but will be risky.
What Should You Play
Deck which can keep cards out of hand and still win. Spectrum and Destroyer seems well placed going in. It’s a solid deck, plays cards throughout the game, so unlikely to get bricked by the opponent and transitions to high powered cards around the same time as Sandman comes down (in case that becomes the meta). Add to this the ability to play Quinjet to abuse the other cards and your onto a winner.
Here at Marvel Snap Zone though we want to be here for everyone so here are deck lists recommendations for Pool 1 and Pool 2:
Pool 1
I could tell you too just play Zoo, but that would be no fun. A discard list could work here. Play on curve as much as possible and try to drop as many discard cards early as you can take the risk on. Real risk will be if your opponent can take advantage of dropping the discard cards also. Pool 1 doesn’t seem very compelling for this location, honestly.
Pool 2
The plan here is to play towards Devil Dinosaur whilst having some play into Machineworld. Ebony Maw on turn 3 adds 7 power and fills a spot in their hand. You can play this on turn 3 with Sentinel putting two cards into their hand. Then transition to a Sandman gameplan if you can. Professor X is there to be played Turn 5 to lock down an early Sunspot lane.
Remember at the time of writing, these are untested. These are ideas to get you going and looking forward to seeing what everyone comes up with for Machineworld!
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