Hope Summers Adi Granov Variant Art

Marvel Snap March 2024 (Avengers Vs. X-Men) New Card Guide: Review and Decks

Here's a rundown on the new cards joining Marvel Snap during the March 2024 season, Avengers vs. X-Men! Are they worth saving up for? We review all the cards and draft their potential decks to help you make informed decisions!

Marvel Snap releases a new card every week (Tuesday 7 PM UTC) throughout the Season as a Series 4 or 5 card available via the Token Shop or Spotlight Caches. This guide is our overall review for all the upcoming new cards in the Avengers Vs. X-Men March 2024 season of Marvel Snap. We also provide a more detailed guide on each of the cards prior to their release.

Check out the full details for the upcoming season here!

Cards

CardSourceDate
Hope SummersSeason PassMar 5, 2024
Pixie5Mar 5, 2024
Mockingbird5Mar 12, 2024
Cannonball5Mar 19, 2024
War Machine5Mar 26, 2024

Please note that cards can change until they are released in the game. We will obviously keep you updated if any change was to be announced.

You will also be able to find the full card release schedule here for past, present, and future months in our dedicated guide!

Overview

March is going to be an eventful season looking at the cards we can collect. Indeed, while Black Order featured mostly synergistic options that ended up seeing play in already established archetypes, the five new cards this month have the potential to push things in very different directions.

Hope Summers and Pixie, both of which are releasing very soon, could become the engine of a deck. They provide plenty of extra energy to work with, which is something we know is incredibly strong in Marvel Snap.

The next three cards might not represent future foundations, but they hold their upsides nonetheless. Mockingbird is the one I have the most doubt about since the card looks to be Loki– (or at least The Collector-) related, and I don’t know if the archetype wants this type of card when it has been using more of a Control core lately. A potential [0/9] is never bad to have at your disposal, but I don’t know if you need to spend resources on this one – especially if you were on a tight budget for the month.

Cannonball and War Machine are the standalones of the season that are able to see play in a variety of decks. I am personally looking forward to these two the most since I have the most fun with versatile cards I can use in a variety of decks. In particular, I see Cannonball as a nice disruptive tool, and I feel like it’s been a while since we had access to a new one of those.

Overall, March is a very tempting season to use your Spotlight keys with both Pixie and Cannonball looking like strong cards to have in your collection. War Machine could be worth it simply because of the connection with Zabu. If you also enjoy creating cards to buff The Collector or Devil Dinosaur, you might be on a shopping spree for the season to come!

Hope Summers

Hope Summers will release as the Season Pass card, available on March 5, 2024 and will become available as a Series 5 card on April 2, 2024.

Strengths:

  • Energy gain is among the strongest things you can do in Marvel Snap.
  • There are plenty of archetypes that can play multiple cards behind Hope Summers (Move, Bounce…) or abuse the extra energy (Ramp, Galactus…).
  • Three energy is early enough in the match to open many uses later on. Plus, Hope Summers isn’t an Ongoing card, so it can’t be disabled by the opponent. This makes it quite reliable.

Weaknesses:

  • This is a timing card; the later you draw it, the worse it gets.
  • You kind of tell your opponent where you will play a card for Turn 4 and Turn 5 at the very least. This could open your deck to a Professor X or another space limiting card.

Featured Deck:

Summer Bounce
Created by den
, updated 2 months ago
1x Collection Level 1-14
1x Collection Level 18-214 (Pool 1)
4x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
4x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.7
Cost
0-
1
2
3
4
5+
2.8
Power
0-
1
2
3
4
5+
Galactus Junk
Created by den
, updated 2 months ago
2x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
6x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.5
Cost
0-
1
2
3
4
5+
2.5
Power
0-
1
2
3
4
5+

Gaining energy in Marvel Snap is a proven premium synergy at this point, and the new Season Pass card immediately positions itself as a nice tool in that regard. I usually only post one deck in this section to show what can be done around the card because we have dedicated articles for each covering all the possibilities. However, I feel like Hope Summers can push so many ideas that I wanted to showcase two.

The Bounce deck would lean on the idea of playing a ton of cards behind Hope Summers to generate a lot of energy. Bounce doesn’t necessarily have a ton of ways to use that extra energy, hence why I added Odin to the mix. It’s a payoff for that extra energy to reactivate the various On Reveal abilities you have.

As for Galactus Junk, this is simply a prime example of a deck that is able to abuse the energy gain very effectively, while having cards to play behind Hope Summers.

This is for sure a card with a bright future.

Pixie

Pixie will release as a Series 5 card on March 5, 2024.

Strengths:

  • Compared to other combo enablers, Pixie doesn’t reveal much of the cards you will use, only that you are about to cheat a ton of energy.
  • Energy cheats are among the strongest cards in the game. Plus, you can cancel the bad part of Pixie (i.e. the cards that now cost more) with Mobius M. Mobius.

Weaknesses:

  • Disruptive cards, such as Korg adding a Rock or Black Widow preventing you from drawing, can hurt Pixie‘s impact in the match significantly.

Featured Deck:

Pixie Tribunal
Created by den
, updated 2 months ago
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Starter Card
3.8
Cost
0-
1
2
3
4
5+
3.3
Power
0-
1
2
3
4
5+

I’m sure there are many, many ways you can abuse Pixie. The card will probably be a nice deckbuilding puzzle to solve on its own.

To get started, I think finding an already established archetype to use Pixie with should give you a decent idea of what it can do for a deck. Plus, you kind of want Mobius M. Mobius alongside the new 2-Cost in order to keep your cheap cards at their low cost.

I went with the Ongoing Tribunal deck since it has a nice mix of cheap and expensive cards. If you get Onslaught, The Living Tribunal, or Iron Man for three energy, you can find a way to get your combo even when you don’t find the usual ways of reducing the cost of those cards. Basically, Pixie acts as a better Zabu in the deck, as the 4-Cost cards aren’t the ones you necessarily need to reduce here.

I’m sure there are much bigger abuses to go after with Pixie. Decks based on playing the card on Turn 2, similar to how we use Mister Negative, will certainly see the light of day.

Mockingbird

Mockingbird will release as a Series 5 card on March 12, 2024.

Strengths:

  • Nine power is kind of the magic number in Marvel Snap because it is right below Shang-Chi‘s threshold. This means you can play Mockingbird whenever you see fit instead of keeping it protected in your hand.
  • There is an obvious synergy with Moon Girl since the 4-Cost both gives cards to discount Mockingbird and duplicates it, which looks quite strong.

Weaknesses:

  • This isn’t a versatile card. You either like the game play it pushes for, or you have no business acquiring Mockingbird.
  • Mockingbird could be annoying to draw into early because it would limit your ability to manipulate your hand to create cards. You can’t get rid of it easily.
  • In a Loki deck (which looks to be a logical home for Mockingbird), how often are you just going to transform the card since you couldn’t play it before Loki?

Featured Deck:

Mockingbird Shenanigans
Created by den
, updated 2 months ago
3x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.1
Cost
0-
1
2
3
4
5+
4.6
Power
0-
1
2
3
4
5+

This was a deck I used to grab an Infinity Avatar during the Black Order season using Proxima Midnight instead of Mockingbird. However, Proxima Midnight didn’t help so much in the deck, and Swarm ended up being the card I wanted to discard the most. I happen to see Swarm as a superb way to discount Mockingbird, as just one discard of the 2-Cost would allow you to get a [3/9].

The rest of the deck relies on generating a ton of cards that didn’t start in your deck to grow The Collector, so it should be fairly simple to discount Mockingbird. At times, you could even use Moon Girl to create a second one, even if the card is mostly included to refill your hand after unfortunate discards.

This was very fun to play with Proxima Midnight included, so, if you like all your games to feel different, you might be tempted to test this one.

Cannonball

Please note, Cannonball‘s ability has been changed from the datamine, confirmed from the Developer Update: Move the highest-Power enemy card here away. If you can’t, destroy it with a Rock.

Cannonball will release as a Series 5 card on March 19, 2024.

Strengths:

  • Cannonball looks like a great versatile tool. Both the ability and power-to-cost ratio are solid. Plus, it can be used to manipulate priority pretty easily.
  • The ability has potential synergy with both Move (Miles Morales, Kraven…) or Junk since the Rock is more disruption to the opponent’s available space.
  • Cannonball can serve to disrupt opposing synergies as well. Moving a card before your opponent can utilize it – especially when we have priority – will surely be backbreaking.

Weaknesses:

  • Cosmo, Armor, and similar abilities can cancel Cannonball, which means priority will be key in using the card.
  • The current trend is to run one 5-Cost in your deck, and it’s typically a synergistic one like Annihilus. Unless Cannonball can overtake Vision or Leech as the default standalone 5-Cost, the card might not see much play.
  • A lot of decks are solely building towards an explosive Turn 6. Against those, it is difficult to picture Cannonball impairing their game plan too much when played on Turn 5.

Featured Deck:

Aggressive Junk
Created by den
, updated 2 months ago
1x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
3x 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+
Moving Control
Created by den
, updated 2 months ago
1x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
5x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.6
Cost
0-
1
2
3
4
5+
4.8
Power
0-
1
2
3
4
5+

Cannonball looks like a solid standalone card that is potentially usable in the same decks as Vision in Good Cards types of decks. It looks like a 5-Cost you will never regret playing. However, the new 5-Cost can be viewed from a synergistic standpoint, as both Move and Junk could see a ton of upside in the card (hence why I offered two decks for it).

In a Junk deck, Cannonball can be another curve topper in case Annihilus doesn’t show up. It will help you clog the opponent’s side of the board even more. In this deck, the card simply joins in on the fun of sending Rocks to the opponent’s side of the board (with the ability to turn a lane around on Turn 6 as an added bonus). Indeed, if you can lock a lane with your Debrii, Absorbing Man, or Annihilus, then Cannonball plus the Demon can be both a lot of points and plenty of disruption to another lane.

As for the Move Control deck, you would follow a similar game plan but execute it differently. Instead of sending Rocks to your opponent, you would look to move their card and clog one of their lanes quickly. Then you would simply have to gain priority on another lane and close the deal with Alioth.

Compared to the Junk deck, this one is less outright disruptive, but it has access to more points. You should look at Cannonball as another strong card, kind of an improved Aero, that you can use to manipulate where your opponent’s cards end up.

War Machine

War Machine will release as a Series 5 card on March 26, 2024.

Strengths:

  • We have several examples in the game that six power is enough for a 4-Cost if the ability is worth it. Jeff the Baby Land Shark has been pretty good at showcasing how the ability has some upsides. Just being able to play Ebony Maw or The Infinaut without restriction is already a huge upside.
  • Zabu is a pretty good Marvel Snap card, and it recently lost its best friend Darkhawk. Maybe the card is taking applicants to become its new BFF?
  • War Machine opens play patterns we cannot execute right now. For example, you could play Sentry on the right lane with three cards there, which negates The Void entirely. Cull Obsidian wouldn’t need a 1-Cost on a lane to be played, either. Both of those are 4-Cost cards, too, so I’m sure you see where this is going.

Weaknesses:

  • War Machine is a blank card if played on the last turn of the match (also potentially when there are no restricting locations in play).
  • War Machine could entice you to play cards with limitations, which would then be difficult to use when you don’t draw into War Machine.

Featured Deck:

War Machine
Created by den
, updated 2 months ago
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
5x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.4
Cost
0-
1
2
3
4
5+
6.3
Power
0-
1
2
3
4
5+

War Machine could be a great card in specific situations. Limiting featured or hot locations, or even a meta dominated by Professor X, Sandman, or Storm, would immediately make the card a potential superstar. In a more global environment, however, there is a chance that War Machine doesn’t contribute often enough to be worth one of the precious twelve spots available in your deck.

I think this deck is a good start for War Machine. It worked in the past, which shows that it can function without the new card, but it has many interesting play lines when you draw into it. Sentry and Cull Obsidian are the two cards I’m particularly eager to see in action alongside War Machine, as the trio naturally forms a great foundation to a Zabu deck.

Plus, as a deck that aims to dominate through its points output, gaining some flexibility can only be positive. With the new 4-Cost in play, this kind of build would have much more room to spread its power or challenge locations the opponent can only hope of winning through disruption.

Closing Words

I think the season is going to have an absolute madness of a start with both Pixie and Hope Summers releasing together. Both cards push for abusing the most important resource in the game – energy – so you are bound to see some incredible combos during the first week of play.

I don’t expect the other cards to potentially warp the meta around them, but they could potentially push a deck to be dominant with their addition. Think about Loki with Mockingbird, Junk with Cannonball, and Good Cards with War Machine. There are some established archetypes that already exist for these cards to be slotted into.

As such, I would recommend going after Pixie if you can. I think it could be the funniest card to experiment around on the long run. Otherwise, the decision for the other three is based on their game play, or the archetype you enjoy playing with most.

I hope this breakdown helps you pick which cards you are interested in investing into. To share your ideas and creations (and maybe inspire other players to pick up one card in particular), leave a comment down below. Also, you can join us on the Marvel Snap Zone community Discord, or follow my Twitter page where I share decks and biased opinions about the game.

Good Game Everyone.

Captain Marvel Artgerm

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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.

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