Mojoworld

Mojoworld Hot Location Guide: Strategy, Best Cards and Decks

This week's Marvel Snap Hot Location is Mojoworld: Whoever has more cards here gets +100 Power. This location will show up 60% more frequently in games for the next 24 hours. Here are some decks to get you started for all players!

The Hot Location for the next 24 hours is Mojoworld: Whoever has more cards here gets +100 Power. Hot Locations happen every week, starting Sunday at 3 AM GMT. The chosen location has a 60% increased chance of appearing during games. Players who strategically build around the location or counter the decks that do so can have an advantage over their opponents! So what do you play?

Strategy and General Tips

Mojoworld can easily be won if you have more cards in the location. Therefore decks which can easily add 4 cards to the location have an inherent advantage. We also however want to fill the location with cards which cannot be easily countered. Therefore you have a further advantage if your deck can do this without using 1 drops or cards with +9 power. 1 drops can be countered with Killmonger or Elektra and +9 power walk straight into Shang-Chi.

This is a balancing act which can be achieved by many styles of decks but you do need to consider whilst this location is active. Patriot for example, can achieve this either by filling the location with the non-1 drop cards such as Brood, or waiting to drop Ultron last turn to surprise fill Mojoworld.

Sera-style flood decks is another major archetype which gets a boost during this location as it can be built with Mojo which can not only fill the location, but also punishes your opponent for doing the same. If you do want to use 1 drops into Mojoworld, remember to bring Armor or live to regret it.

Counter play for Mojoworld is more varied than it seems on the surface and a card such as Daredevil can have extra value during this location setting up key counters on Turn 5. For example, Professor X on 2 cards when your opponent as 1 wins the lane. Sandman from ahead could also finish the lane and the game also if you’re really ambitious.

Pool 1

Mojoworld – Series 1
Created by SafetyBlade
, updated 5 months ago
2x Collection Level 1-14
8x Collection Level 18-214 (Pool 1)
2x Recruit Season
2.5
Cost
0-
1
2
3
4
5+
2.9
Power
0-
1
2
3
4
5+

Series 1 has the best chance to fill Mojoworld with Flood strategies. Armor is essential for protecting your side and Elektra will help you pick off stray one drops in Mojoworld potentially swinging the location. Try not to leave 1-drops unattended without Armor on Mojoworld where you can. Mister Sinister represents two Mojoworld bodies if needed also.

Pool 2

Mojoworld – Series 2
Created by SafetyBlade
, updated 5 months ago
1x Collection Level 1-14
8x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
1x Starter Card
2.9
Cost
0-
1
2
3
4
5+
3.1
Power
0-
1
2
3
4
5+

With some further support for Devil Dinosaur, we can transition to this build which allows us to use Sentinel and Mister Sinister to fill spots on Mojoworld and finish with either Elektra or Shang-Chi to destroy an opposing unit or Professor X lockdown. The rest of the deck functions well and can allow for a big Dino lane, or Double Dino on Turns 5 and 6 ignoring Mojoworld if needs be.

Series 3

Mojoworld – Series 3 – Devil Dino
Created by SafetyBlade
, updated 5 months ago
5x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
1x Starter Card
3.2
Cost
0-
1
2
3
4
5+
3.5
Power
0-
1
2
3
4
5+

This is the final form of the Devil Dinosaur build for Mojoworld. In Series 3 your more likely to see a high stat card left on Mojoworld than a 1 drop, so we keep Shang-Chi and Elektra is dropped to allow for a more flexible late game. Aero on 6 can deny Mojoworld fills and Professor X lockdowns are more effective if you know what your opponent is doing on 5 due to Daredevil.

Mojoworld – Patriot
Created by SafetyBlade
, updated 5 months ago
3x Collection Level 18-214 (Pool 1)
5x Collection Level 486+ (Pool 3)
1x Recruit Season
3x Starter Card
2.6
Cost
0-
1
2
3
4
5+
2.5
Power
0-
1
2
3
4
5+
Mojoworld – Surfer Patriot
Created by SafetyBlade
, updated 5 months ago
2x Collection Level 18-214 (Pool 1)
7x Collection Level 486+ (Pool 3)
3x Starter Card
2.8
Cost
0-
1
2
3
4
5+
2.2
Power
0-
1
2
3
4
5+

Patriot is a good shell for this location. There are multiple cards we can abuse which add multiple cards to the location at varying stages of the game. The classic Patriot and Silver Surfer variations can be effective and have the same basic plan.

Fill the location and use your buff cards to push your side over your opponent. Be careful if Ultron is your plan to do this without priority though!

After Credits

As mentioned in some of the builds, if you can get an early lead on Mojoworld and then stop your opponent adding as much as you can, its an easy lane. So another consideration to test could be Sandman. Although he has an anti-synergy with the location to some degree, the effect is symmetrical and you may be able to change the terms of the game on turn 4 in your favour.

As a starting point adding him to an Ongoing build could be effective and surprise some people for the next 24 hours.

Mojoworld – Ongoing
Created by SafetyBlade
, updated 5 months ago
2x Collection Level 1-14
5x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
1x Recruit Season
3.5
Cost
0-
1
2
3
4
5+
4
Power
0-
1
2
3
4
5+

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!

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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!

Articles: 91

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