Table of Contents
The Move synergy will be the theme for the upcoming month and season Spider-Versus, with many players in the community hoping it can finally bring the archetype back to being competitively viable. The Move builds already have a solid backbone to build around, but their predictability and need to have a highly synergistic game plan limits their ability to perform.
Indeed, even if a Move deck can put up a lot of points, the fact that those points have to be built throughout the whole game often leads our opponent to leave early when they understand they can’t compete. Without a surprising ability, the archetype often features a low cube rate (when it manages to get some play time at all).
With several new cards joining the synergy, we can expect Move to be both stronger and more versatile in how it can be built. Players might not be forced to build around the same shell all the time and, as a result, be extremely predictable. Similar in a way to the Destroy synergy (which can build around Death, Deadpool, or Knull as a win condition), Move needs to find more cards worthy of building a deck around.
We will get three during the Spider-Versus season, so let’s take a look at what to expect!
Ghost-Spider: Puts Move Back on the Marvel Snap Map





























Note: Ghost-Spider is the Season Pass card.
Strengths:
- Solid Power to Cost ratio
- Cheap enough to be considered in various synergies
- Can be used outside the Move synergy (such as with Angela), or to Move counter cards to a different spot
Weaknesses:
- Can quickly clog a lane
- Can be limited by Cosmo or opposing Junk synergies
- Looks weak when played on curve
Featured Deck:
There is probably no need to go for a full Move deck, but I really like the Turn 6 Ghost-Spider plus Dagger combo, so we can pull Dagger into a lane full of opposing cards. Also, Move has a lot of good, disruptive tools to use against the opponent.
Spider-Ham: First Ever Series 4 Release!













Note: Spider-Ham will be added to the game as a Series 4 card.
Strengths:
- 1-Costs are typically flexible cards to use in and out of decks
- Could turn off decks like Galactus, Hela, or Electro Ramp
- Seems playable in various archetypes like Bounce or Destroy where it does not disturb the game plan at all
Weaknesses:
- Weak power, so the ability needs to impact the game
- Can hit the same card several times in the opponent’s hand
- Depends on the environment, no decks want this card as part of their starting core
Featured Deck:
Spider-Man 2099: Mixing Move and Destroy








Note: Spider-Man 2099 will be added to the game as a Series 4 card.
Strengths:
- Solid power for a 4-Cost with an ability
- Destroying a card is very powerful, especially if we can decide where
- Plenty of support to activate it, either with cheap cards (Iron Fist) or more expensive ones (Heimdall)
Weaknesses:
- Does not work on its own, needs space and support cards
- Quite expensive considering we have to pair it with another card to move it
- Relies on the opponent giving us an opportunity to punish them with the destroy ability
Featured Deck:
Silk: Has Incredible Potential




















Strengths:
- Great power to cost ratio
- Can help reach unplayable locations
- Synergy outside of the obvious Move deck, like with Angela or Storm
Weaknesses:
- Opponent can impact it
- Fisk Tower, Kingpin, and similar effects
- Forces us to limit each location to two cards in play to be able to move it again if required
Featured Deck:
Closing Words
Overall, I like the various directions each card pushes. Obviously, everyone is thinking about the same Move intensive shell when looking at these new cards, and it might end up being the best deck in the end. Still, through their connection with various cards inside the Move synergy we can build different small packages of two or three cards instead of a full deck. That makes it much easier to include in other archetypes and explore various directions around the cards.
As the cards release, SafetyBlade and I will take a closer look at each of them and share more decks and ideas on how to use them. Make sure to come back to check the detailed piece on Ghost-Spider, Spider-Ham, Spider-Man 2099, and Silk the day before they join Marvel Snap.
As usual, if you have any questions or wish to share an idea around any of these cards, you can find me on the Marvel Snap Zone community Discord. You can also find me on my Twitter page where I share decks and biased opinions about the game.
Good Game Everyone.







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