Machineworld Location Spotlight

Machineworld Hot Location Guide: Strategy, Best Cards and Decks

This week's Marvel Snap Hot Location is Machineworld: After you play a card here, add a copy to the opponent's hand. This location will show up 50% more frequently in ranked games for 24 hours. Here are our proposed strategies with the best cards and decks that you can try for the new meta!

The Hot Location for the next 24 hours is Machineworld: After you play a card here, add a copy to the opponent’s hand. This is a Hot Location for Marvel Snap’s July 2023 season, Rise of the Phoenix, that starts on selected Wednesdays and Sundays at 3 AM GMT. For 24 hours, it 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! Let’s find out what the best strategies, cards, and decks are for the new meta!

Strategy and General Tips

Machineworld adds cards to your opponent’s hand, and this tends to lead to two different approaches when the location flips. Some play into the location very late to avoid giving the opponent value or play cards they don’t mind the opponent having to fill their hand. Others lean into the location and take advantage of it with cards like Ronan the Accuser since they can control the size of the opponent’s hand more than usual.

The plan with Ronan the Accuser is simple: play your low-value cards into the location, or spam the location on Turn 6 so that your opponent’s hand is filled. Cards like Sentinel benefit from this early (if you can afford them) because the opponent will not be able to remove them for the rest of the game. This control over filling your opponent’s hand makes Ronan the Accuser very consistent during the Hot Location period. However, your opponent may also eventually fill your hand, so another strong synergy is Devil Dinosaur.

Devil Dinosaur will not only be a threat, but also discourage playing heavily into the location. This can have value on its own. The Collector is also likely to get a few extra points due to the location and acts as a similar deterrent. This can make for awkward situations for the opponent where playing to win the location loses an alternative location. Both of these strategies rely on the big Ongoing cards, so we have to be aware of this and plan to defend them.

Cosmo is king here as he will protect these cards from Shang-Chi and Enchantress. Armor can also be worthwhile since it can also protect from Shang-Chi (which is often the more popular tech card carried by most decks). Cosmo can also be an instant win condition against many weird and wonderful decks.

Location control will be prevalent for this one as it is not a location many players like to play into. However, the new crowd favorite Legion may not only be a counter but a potential surprise addition to strategies wanting to abuse the location. If we have priority and change all locations into Machineworld, every card at every location ends in the opponent’s hand.

Additionally, most of the strategies that synergize here play big Ongoing cards. Mystique helps us copy these cards, but we usually want more than one good Mystique target. That makes the real best card to play during the location Darkhawk. This package pairs well with both Ronan the Accuser and Devil Dinosaur, and it can be another great target for Mystique.

Ronan the Accuser

Ronan The Accuser
Created by SafetyBlade
, updated 9 months ago
2x Collection Level 18-214 (Pool 1)
6x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.2
Cost
0-
1
2
3
4
5+
3.3
Power
0-
1
2
3
4
5+

This deck looks to play away from the location early and use cards like Master Mold to start junking the hand. Zabu opens up great plays on Turns 5 and 6, and Mystique has two excellent targets for her ability in Darkhawk and Ronan the Accuser. Cosmo acts as our defense and tech card so we can play for Machineworld on the last turn to add to our opponent’s hand. If at any stage we do fill our opponent’s hand prior to the final turn, we also deny draws and buff Darkhawk.

Devil Dinosaur

Devil Dinosaur
Created by SafetyBlade
, updated 9 months ago
2x 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
3.1
Cost
0-
1
2
3
4
5+
3.1
Power
0-
1
2
3
4
5+

This deck adds the Devil Dinosaur package over the Darkhawk package. We can fill our hand easily or allow the opponent to do it for us. As we have two Ongoing targets, we again have Mystique to copy either of them. Cosmo is our main defense card, but we can also run Shang-Chi in this deck as we are less reliant on the 4-drops.

Legion

Legion
Created by SafetyBlade
, updated 9 months ago
1x Collection Level 1-14
3x Collection Level 18-214 (Pool 1)
1x 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)
3.2
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

Legion and the ability to make all three locations Machineworld can be a neat trick. In order for this to be successful, though, you need to run cards that can be played before Legion that also benefit from his ability. You also need a way to fill extra energy on Turn 6. We do this by adding a Miles Morales package as a way to hopefully set up a one energy play to add to your Turn 6. You will notice we made sure not to include Jeff the Baby Land Shark this week on purpose.

Series 2 and Below (pre-CL 474)

Devil Dinosaur
Created by SafetyBlade
, updated 9 months ago
6x Collection Level 18-214 (Pool 1)
5x Collection Level 222-474 (Pool 2)
1x Starter Card
2.8
Cost
0-
1
2
3
4
5+
3.3
Power
0-
1
2
3
4
5+

Fortunately, lower collection levels have lots of tools for this location. They can run Devil Dinosaur and The Collector with strong packages of cards to help counter opponents. This deck is very straightforward, and the goal is to get Devil Dinosaur and The Collector down and buff them by using Machineworld. You can also use tech cards on Turn 6 when required.

What is Machineworld?

Machineworld is a fictional planet in the Marvel Comics universe. It is a world where machines have evolved to the point where they are now the dominant life form. The planet is ruled by a machine intelligence known as the Machine Lord.

Machineworld was created by writer Chris Claremont and artist John Byrne. It first appeared in the 1977 comic book issue Uncanny X-Men #139.

Machineworld has been featured in a number of Marvel Comics stories, including the X-Men crossover event “Machine War”. It has also been the setting for a number of Marvel Comics video games.

In Machineworld, the machines are a highly advanced race. They have developed their own technology and culture, and they are not hostile to humans. However, they are also not interested in sharing their world with humans.

Conclusion

What is your strategy? Let us know in the comments below, or our Discord community! Remember to share your decks using our deck builder or browse our deck database!

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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