Marvel Snap Infinite Decks – November 12, 2022

Looking for inspiration to make a push for infinite? Den_CCG is here to show you three decks from the community that have already made it there - one from each pool!

Warriors of Wakanda November 2022 Season has just started, and already, some players have made the climb back to the Infinite rank. Granted, only needing 30 ranks makes the climb much more manageable once you reached Infinite the previous season. However, being able to rack up those 30 Cubes in a matter of a few days still shows a lot of dedication and mastery of the Marvel Snap fundamentals.

So this week, let’s celebrate those who managed to already climb back to the highest rank in the game, and discuss the decks they used to do so. As usual, I’ve tried to find an original list for every Pool, although Pool 2 is starting to be much more popular with most players from the global launch out of Pool 1.

Soon enough, the Pool 3 craziness should start, and with everyone needing to adapt to the pull they got, it should be nice to watch and discuss. Until then, let’s see what worked during this first of the new season.

Still got the Moves!

Kufdon Moves
Created by den
, updated 26 days ago
7x Collection Level 18-214 (Pool 1)
4x Collection Level 222-474 (Pool 2)
1x Recruit Season
3.2
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

The Move archetype is often seen as a pretty rigid build, where there tends to be one, maybe two available spots to adapt your deck. Yet, Kufdon seems to have found much more room in his Infinite deck. Indeed, seeing Iceman, Shang-Chi and Blue Marvel is something new I believe.

All cards are excellent in the current metagame, and Blue Marvel actually seems very nice if Multiple Man is able to get going. The impressive feat here is managing to play them all in the same deck. It seems like Forge, Nightcrawler, or Miles Morales aren’t that necessary to the deck after all. Or at least, not playing them shouldn’t slow you down as much as one would think.

I’m a little curious about Shang-Chi to be honest, but I think I get the idea. Move is a deck that want to focus around just a few cards, Multiple Man and Vulture mostly, Kraven as the secondary win condition. Whenever you find those cards, you can simply abuse them and fully focus on moving as much as possible.

However, when you are drawing the support cards, the deck tends to crumble. As a result, Shang-Chi can be a game winner in some scenarios, and save a game that you couldn’t win with your primary gameplan. Sure, you could retreat instead, but opening the door to a potential Snap the opponent reads as a bluff because you didn’t get your deck going sounds like a sweet deal.

Devil Dinosaur and Destroy join forces

Devil Destroyosaur
Created by den
, updated 26 days ago
9x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
1x Starter Card
2.8
Cost
0-
1
2
3
4
5+
3
Power
0-
1
2
3
4
5+

This one should bring back some memories to anyone who played back in the early beta days! Indeed, back then, the gold standard deck was something like this, where Moon Girl was a 3|3, Devil Dinosaur a 4|0 and Nova would grant +2 to our whole board. Then the deck got nerfed to oblivion and new archetypes emerged. Aaah, the memories…

Well, it looks like Pocketrain figured out the synergy was still worth it in the current version of Marvel Snap, as he got a smooth run back to Infinite with the list. And to be fair, it is hard to argue with the deck if you are in Pool 2, as it combines two of the strongest cores at this point of the journey.

Devil Dinosaur is the best point scorer for its cost, and doesn’t need much more support than the three cards included in the build. On the other hand, the Destroy core might be the strongest one currently, managing the board space while creating solid power. Killmonger is a star currently, potentially a game winner on its own against Kazoo decks. Moon Girl makes a ton of sense in both play patterns, as duplicating Nova or Bucky Barnes is also pretty good for your overall score, in addition to opening the classic Devil Dinosaur on turn five and six.

How many Patriot decks are there?

Sera Patriot by Shadysoul – Day 1 Infinite Deck
Created by Marvel Snap Zone
, updated 25 days ago
1x Collection Level 18-214 (Pool 1)
7x Collection Level 486+ (Pool 3)
4x Starter Card
3.2
Cost
0-
1
2
3
4
5+
3
Power
0-
1
2
3
4
5+

Patriot is a bit of a one trick pony kind of card, in the way it is attached to the No Ability (Vanilla) synergy, and that’s about it. Yet, every time I do research for these articles, I see a new way to build around Patriot!

In the weekly tier list, we featured the Ultron variant of the deck, one that focuses on buffing vanilla and 1-Cost units through adding Ka-Zar into the mix. This week, I wanted to show a different approach to the deck, with Sera and Magik making it more explosive, and potentially more reliably.

Magik adds another turn to the game, allowing for one more card draw and a turn with seven energy available. Sera allows doing more things in one turn, which protects Patriot from cards like Enchantress, as we can develop our combo in one turn rather than over two. For example, on turn seven, if we have Sera on board, we can play Patriot and Onslaught at the same time, or Onslaught plus Mystique, keeping it surprising for the opponent.

Lastly, the peculiar inclusion in the deck is Wave, a card I have rarely, if ever, seen in a Patriot deck. I would guess the idea is to be able to play Onslaught ahead of the curve, which frees up turn six for Patriot plus Mystique. This way, if we already have Onslaught in hand, but still need to draw Patriot, we can reverse the natural order we would play them in. Once again, it makes it much trickier for the opponent to know exactly what is coming, although the vanilla cards should give away Patriot being the core of our deck.

Closing Words

I’m not much of a grinder when it comes to Marvel Snap to be honest – I have yet to try for a day one Infinite rank or look to climb a ton in one sitting. Instead, I enjoy the possibility to just play a few games at any point of the day, whenever I have some free time, and that is usually enough to reach Infinite without too much effort. Same once I reached the Infinite rank, I will naturally climb to the 150 or so ranks while trying deck or experimenting for articles, but I admit I haven’t tried to see how high I could go.

However, with the game attracting a ton of players from other card games, this grinder mentality is starting to be more and more popular on Marvel Snap, creating some kind of competitive atmosphere around the game. I honestly think it is great for the game, and shows that, even thought it is lacking a lot of features to be considered competitively viable. It has the ability to hook players and make them try their best and showing off their skills.

This week, I want to celebrate those players, who managed to demolish the ladder and already climb back to the most prestigious rank yet. Obviously, these decks aren’t the most innovative, but should prove to be great for racking up Cubes, being very effective at what they do. Next week, we’ll showcase those who reached Infinite with a bit more spice in their builds!

Until then, feel free to join our Discord to share your decks and accomplishments, and find me directly on Twitter.

Good Game Everyone.

den
den

Den has been in love with strategy games for as long as he can remember, starting with the Heroes of Might and Magic series as a kid. Card games came around the middle school - Yu-Gi-Oh! and then Magic: The Gathering.

Hearthstone and Legends of Runeterra has been his real breakthrough and he has been a coach, writer, and caster on the French scene for many years now. He now coaches aspiring pro players and writes various articles on these games.

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