Scarlet Witch by Jonboy Meyers

Marvel Snap Infinite Decks – November 5, 2022

Looking for a sweet list to climb the ladder with? Den highlights some of the decks shared with us that have made Infinite rank this week from Pool One, Two and Three!

Another week has gone by in the Marvel Snap universe, and more players are cashing in their ticket to the Infinite rank before Symbiote Invasion season‘s end on Monday. Let’s once again look at what is everyone playing to get there, and how did each player adapt to their own limitations.

Obviously, some of the most known decks like KaZoo in Pool 1, Movement in Pool 2 or decks from our weekly Tier List have also reported to the Infinite ranks from various pilots. You can already see those decks being featured on our website or from various content creators, so let’s talk about the more original concepts here.

Once again, I have explored the depths of Discord and social media to find a deck from Pool 1, Pool 2 and Pool 3 in order to show what can be used to reach the highest ranks in Marvel Snap. There hasn’t been any balance updates or new cards since the last article, so check that out too if you need more inspiration:

For more Infinite decks by our community, check out our deck database!

Without further ado, let’s get to it!

Pool 1 can play a reactive game

Habugabu Reactive pile
Created by den
, updated 11 months ago
2x Collection Level 1-14
6x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
2x Starter Card
2.5
Cost
0-
1
2
3
4
5+
3.4
Power
0-
1
2
3
4
5+

I know The Infinaut isn’t technically a Pool 1 card, but I’m quite certain this deck would be fully functional with Odin or America Chavez at the top of the curve. Indeed, if the big guy can win a location on its own at times, the core of this deck is to be reactive to what the opponent does.

In the words of the author: “Just play a pile of reactive cards, Snapping works best when you catch your opponents off guard.”

Although, looking at the deck, one might think Habugabu just put some random cards they had collected together. The awareness to try to build a deck to make use of the Snap mechanic this early in Marvel Snap has to be praised. Indeed, looking at the deck, you could think this is just a pile looking to high roll some effects we don’t have much control on. Rocket Raccoon, Star-Lord or Morph to name a few, are cards that can make or break your game depending on whether they activate or not.

However, you could consider their low roll to be worth minus one Cube, and their high roll to be worth four to eight Cubes. You only need to get the good roll once every five games to break even, and have a positive cube ratio with a better score. I discuss this in more detail on the ladder climbing guide:

To be fair though, most players consider the reactive decks, or ones trying to exploit the Snap only start being effective in Pool 2, when you get better tech cards like Shang-Chi, Killmonger or Storm. But apparently, it is entirely possible to adopt such a mindset in Pool 1, if you are smart with your Snaps and Retreats.

Pool 2 starts to include more tech cards

Judgement Ongoing Pool 2
Created by den
, updated 11 months ago
1x Collection Level 1-14
4x Collection Level 18-214 (Pool 1)
6x Collection Level 222-474 (Pool 2)
1x Starter Card
3.7
Cost
0-
1
2
3
4
5+
3.5
Power
0-
1
2
3
4
5+

KaZoo has been a very dominant deck for the first week after Marvel Snap’s global release. However, as one enters Pool 2 and unlocks Killmonger, the KaZoo deck become much more manageable, and even something we want to face a lot.

As a result, the metagame in Pool 2 has started to become more diverse, especially with very reactive decks becoming prevalent. Indeed, Pool 2 is where you should unlock most of your annoying cards for the opponent, such as Iceman, Scorpion, Sandman, and many others. We can also start to modify our decks to get close to the meta decks that make use of Pool 3 cards, as SafetyBlade covers in his deckbuilding guide:

In this deck, Judgement includes some of those disruptive cards to an Ongoing core, creating a mix of flexible points spread and countering what the opponent could do. A package I find fascinating are the four Ongoing cards: Mister Fantastic, Warpath, Klaw, and Onslaught, as they basically compete on two locations at the same time. On the one hand, we have Mister Fantastic and Klaw providing solid help to another location, and on the location we play, we have a huge Warpath and Onslaught to get over 20 points total.

This allows focusing on what the opponent is trying to do on the location supported by Klaw. We shouldn’t need to play that much power there as long as we can contain the opponent, prepared by cards such as Iceman, Storm, and Scorpion in the early game.

A new duo is forming in Pool 3

DracuLock by xhito
Created by den
, updated 11 months ago
1x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
7x Collection Level 486+ (Pool 3)
1x Starter Card
4.5
Cost
0-
1
2
3
4
5+
7.3
Power
0-
1
2
3
4
5+

I don’t know if Xhito is the originator of the deck, as I have seen other people mention the exact same 12 cards on other occasions, but this deck was amongst the three he used to reach Infinite recently.

If you read the outro of the last Tier List, you should have seen that a Lockjaw + Dracula build is being experimented, although it edges much more towards the Discard synergy. In this build, the game plan seems to be much closer to a Lockjaw build, where we are looking to cheat out our big cards. Dracula seems like an added bonus for when we would draw a big card, and not have a chance to play before the game’s end.

Obviously, this is a high roll deck, and you could have your hand clogged with 6-Cost cards, being forced to retreat quite often to be fair. But every time you see Lockjaw and Dracula in your opening, it feels like it is Snap season!

I personally think those decks are the future for Marvel Snap, at least to grind the ladder until a certain point. It should offer a simple enough gameplan that you can play it for long hours, simply needing to be aware of when to Snap and Retreat. As as result, this strategy should produce a nice Cube average as most of your wins should be two (Snap early, opponent retreats) or four (Snap early, opponent stays) cubes against only one cube losses for bad hands that are easy to identify. Once again, you can check out my ladder climbing guide for more details on this topic.

Aero Is the New Face of Death Wave

BAEro
Created by KMBest
, updated 11 months ago
4x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
3.1
Cost
0-
1
2
3
4
5+
4.2
Power
0-
1
2
3
4
5+

Here is a bonus Pool 3 deck that we featured earlier in the week by KanyeBest who used the deck up to 541 Infinite rank, featuring Aero in a Death + Wave deck. You can check out the more detailed write up below:

Closing Words

Marvel Snap being the hottest thing in the card game universe lately has led to a ton of players trying out the game, and bringing new perspective to it as a result. Looking at many decks this week, I was surprised a how quickly some players managed to grasp the intricacies of how to climb efficiently to Infinite with what would be considered a sub-par deck by most.

Although there are some legitimate monsters on Marvel Snap already, like the soon-to-be-former KanyeBest or The Human Spider who made a name for themselves during the beta. Welcoming this many new players is causing a landslide on the game. New ideas are emerging from everywhere, both in terms of decklists, but also in how to exploit the various game mechanics.

Personally, I think this is close to heaven for anyone who enjoys theorycrafting and looking to understand all the intricacies in a game. I can’t wait to see how all these new players impact the game even more once they have more cards at their disposal, as we all clash next season at the rank reset!

I hope you are having as much fun as I’m having on Marvel Snap currently, and that this article can contribute to giving more ideas on how to keep the fun going. For any questions or feedback, find me on our community Discord, or directly on Twitter.

Good Game Everyone.

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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.

Articles: 255

One comment

  1. Inspired by Habugabu’s mostly pool 1 deck, I’ve been running with this:

    https://marvelsnapzone.com/decks/pool-1-react/

    I replaced the two pool 2 cards from the list with a Moon Girl-Devil Dinosaur package to make it fully pool 1.

    The idea is the same, to react to your opponents plays, particularly with a well-timed Enchantress, Secret Witch and/or Elektra. As noted in the article, snapping at the right time is key.

    Moon Girl on turn 4 can set up a nasty turn 6 Enchantress + 2 Elektra turn for zoo decks that run right into it, or a turn 5 Devil Dinosaur, turn 6 Devil Dinosaur + Elektra when your opponent is also slow-playing and you need raw power.

    Be careful not to knock out your own Devil Dinosaur with the Enchantress, however.

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