Hulkbuster_05

Move Legion Detailed Deck Guide: The Movement Era Has Arrived!

Accompany Bohe in this Marvel Snap Move Legion Deck Guide where you will be able to learn the archetype in depth and discover the reasons behind its quick surge as the best deck in the game with an impressive 66.77% Win Rate and .99 Average Cubes in more than 1,200 games!

It seems hard to believe that I’m saying this, but the Move archetype is finally in a position to compete in Marvel Snap. And I’m not just talking about being able to have even matches against the strongest archetypes. If the trends continue, we could be facing a deck that is going to be placed at the top of the Meta Tier List for some time to come.

If there’s one thing I’m particularly grateful for when working with Marvel Snap Zone, it’s the great team that surrounds me. If anyone knows about the meta movements, it’s den, our Tier List manager. He always keeps me up to date on archetypes that might be worth a guide. Hearing from him that an archetype deserves a guide is, without a doubt, something that we should all pay attention to.

Decklist and Stats

Move Legion
Created by den
, updated 1 month ago
4x 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)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.2
Cost
0-
1
2
3
4
5+
4.2
Power
0-
1
2
3
4
5+

We don’t have to be experts in data analysis to understand that the numbers of the new kid on the block just a week after appearing are impressive!

It’s important to note that, as an emerging archetype, the decklists are moving and evolving rapidly. Today, I’m presenting what has established itself as the base list, which has maintained an amazing 66.77% WR and .99 AVG in more than 1,200 tracked games.

Concept and Strategy

It seems clear to me that one of the reasons for this deck’s success is that it’s a new iteration of Good Cards. If you look carefully, you will notice the similarities. The key is that the deck forgoes the Darkhawk core in favor of one of the Move cores.

Certainly, much of this success is due to recent balance changes. The new Spider-Man was the missing piece. Along with the Captain Marvel‘s buff, both cards do an incredible job of hindering the capabilities of the opponent to play optimally.

Combining this new Movement core with cards like Kitty Pryde, Jeff the Baby Land Shark, Shang-Chi, and Legion results in an unlikely combination that is tremendously capable of navigating extremely difficult games and coming out on top.

  • Angela and Kraven are our “anchors” ⚓. To understand this concept, imagine what Morbius and Dracula are for the Discard archetype. An anchor is a card we play in a lane that, as a result of the rest of our plays, has its power increased enough to compete for that location on its own. Both of these cards can reach eight to ten power per game consistently.
  • We have reactive and disruptive tools that allow us to interact with the opponent’s plan like Spider-Man, Shang-Chi, and Legion.

It certainly isn’t an easy deck to pilot, but its flexibility and adaptability allow us to play against any other deck in the meta at par.

⚓ Anchor Core Cards

At first glance, these two cards may seem underpowered for this archetype. We know what Angela is capable of in a Bounce deck, and Kraven is capable of gaining a lot of power in a single turn in a deck with Heimdall.

However, as I mentioned above, these cards are the anchors of our lanes. Playing them on Turn 2 allows us to easily get them up to eight or more power. Playing a card into Angela‘s lane and then making space isn’t hard. In the same way, taking cards back and forth to Kraven‘s location is fairly simple.

Low-Cost, High-Power Core Cards

One thing that has characterized many of the successful decks in recent weeks is having cards that are very efficient in terms of their cost-to-power ratio.

Kitty Pryde functions as an energy sink, allowing us to always make effective use of our resources every turn and giving us, on average, six or more power in return.

Silk is part of the Movement core, but it’s important to mention her in this section. Cards with this cost-power relationship tend to have great disadvantages (like Lizard, for example). Silk, on the other hand, is a card that many may consider “unstable”. This is because it’s not easy to control its movement. Nevertheless, in a deck where we take advantage of this mobility, Silk becomes, without a doubt, one of the best cards in the entire archetype. It takes some practice, but believe me, the time people realize what a great card Silk is has arrived.

Little needs to be said about the most charismatic spider in the Spider-Verse. Miles Morales is a card that, as long as we can enable it on multiple occasions, will be a key piece. In the same way that Stature works for decks with Discard synergies, Miles Morales works for decks with Movement synergies.

Reactive and Disruptive Core Cards

The main reason for the birth of this archetype is the recent change to Spider-Man. Being able to interact with the opponent’s plan is a fundamental part of most competitive archetypes. Spidey now not only allows us to fight for inaccessible locations or enable Kraven, but also can interfere with the opponent’s plans. That is an ability that has made cards like Polaris and Magneto always be seen as powerful cards.

Shang-Chi and Legion are already quite well-known cards, and they’re very present in the current meta. Thinking of playing a “Good Cards” deck without both would seem strange to me. Responding to high-powered cards with Shang-Chi and having location input with Legion are compelling effects.

Move Core Cards

We could certainly add Silk and Spider-Man to this section, but, I’ve placed each card where I think its role in the deck can be better understood.

Unlike Silk and Spider-Man (which we can only learn to move optimally), knowing where Jeff the Baby Land Shark and Captain Marvel will end up at the end of the game is something that depends on us.

Certainly, the opponent’s play on the final turn weights Captain Marvel‘s move, but it will be our last play that has the highest value in this factor. Both cards give us flexibility and access to difficult locations. Without a doubt, Jeff the Little Big Bad and The Captain are inclusions that could not be missed.

Flexible Core Cards

If I wanted to make any modifications to the deck, these would probably be my first two options. This does not mean that they are bad cards, though.

Hulkbuster just got a buff, and I think it’s a very good card. In this archetype, we can use it in powerful combinations with Kitty Pryde, Jeff the Baby Land Shark, Silk, or Captain Marvel, which enhances our flexibility.

For her part, America Chavez is synonymous with solidity. Especially in archetypes like this where seven of our twelve cards have a cost of three energy or less, giving us the chance to draw them earlier in the game makes a difference.

As I was saying, we use their effects to potentiate the effects and operation of our deck in general because they propose a solution to a particular problem. If you want to try other cards in this deck, start by using these spots.

Card Substitutions

Cards that allow us to continue having control over the opponent’s plays are a good option. They allow us to interfere with the opponent’s plan, and at the same time they are tools to empower Kraven.

More Move cards can come in handy. Nightcrawler can return to the ring after a long time since Jeff the Baby Land Shark took him out of the game. Nevertheless, in this deck being able to play Nightcrawler at Angela‘s location, enabling Miles Morales, and moving him to Kraven‘s location is so much value for one energy that it’s impossible to not at least consider him as an option.

For his part, Vision has seen a lot more play thanks to his increased power. He’s capable of dodging Shang-Chi, so adding him to the deck makes our last turn unpredictable for the opponent.

Other Ways to Build the Archetype

LambySeries – Top 8 – August SF Open
Created by Bohe
, updated 1 month ago
3x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.3
Cost
0-
1
2
3
4
5+
4.4
Power
0-
1
2
3
4
5+

Another big tournament this weekend, and LambySeries showed us again that he is a force to be reckoned with in the competitive scene. The only change with our main list is the swap between Hulkbuster and Vision. Another Move card instead of an empowering tool.

Legion Move
Created by Bohe
, updated 1 month ago
3x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
1x 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+
3.9
Power
0-
1
2
3
4
5+

A logical change. If we are playing Legion, playing Storm is something that gives us another win condition. Even if we are not playing Sunspot or Nebula, having Jeff the Baby Land Shark and very efficient cards for navigating through difficult locations makes this a good idea. Our Marvel Snap Zone Tracker doesn’t allow me to lie.

Butt Top 8 August SF Open
Created by Bohe
, updated 1 month ago
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.1
Cost
0-
1
2
3
4
5+
4.1
Power
0-
1
2
3
4
5+

Yes, dear readers, Snowguard made the top 8 in a 170+ players tournament! Besides this amazing canonical event, Iron Lad is a card that has many amazing targets here, and his inclusion in this list is no surprise. In the same way, Polaris gives this list another disruption tool, making this iteration of the archetype more prepared against certain archetypes in the current state of the meta.

Snap and Retreat

Rules for an early game Snap:

  • The Snap on Turn 1 can be very aggressive. In certain match ups – particularly in Conquest mode – it can give us big rewards. I would encourage it if we have Kitty Pryde + Angela or Kraven + Silk or Spider-Man.
  • The idea to consider a Turn 2 Snap is the same, only that we must add the awareness that we have the possibility of navigating the game with the two locations that have been revealed without too many problems. Having drawn Captain Marvel or Miles Morales gives us extra confidence.
  • If you haven’t Snapped so far or you want to know whether to stay in the game, try to keep in mind the maximum power capacity that Kitty Pryde, Angela, and Kraven could get to for the rest of the game. If the power of these cards will be at least six, we are on the right track. If either has the potential to go to eight or more, Snapping is a good idea.

Staying in the game after an opponent’s Snap or counter Snap will depend on assessing the maximum power of our anchors as well as our ability to maneuver during the remaining turns of the game. Think calmly; the archetype is almost too flexible to fail, and it can easily get out of many difficult situations.

Good Locations

Bad Locations

Versus Sera Control

Sera Control
Created by den
, updated 1 month ago
4x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.6
Cost
0-
1
2
3
4
5+
2.3
Power
0-
1
2
3
4
5+

Another week where Sera Control is still in Tier 1. And it will probably continue like this for a long time, until maybe, one day, someone decides to nerf Sera (or Sandman and/or Wave make a comeback).

It doesn’t feel like Sera is an extremely powerful or nerf-worthy card to me. However, when the game is all about flexibility and responsiveness, Sera Control is the epitome of that.

Notwithstanding, the reality is that Legion Move is at the top of the Tier List, and there are meany reasons why that is the case.

Rogue (or Enchantress) does not affect us. Shang-Chi is very controllable; just leave Angela, Kraven, or Kitty Pryde at eight power. Be careful not to use Hulkbuster in combination with another 5-Power card unless you’re sure about how you’re going to avoid Shang-Chi. And, unlike our opponent’s Shang-Chi, taking out Bishop with our own is a lot less complicated.

The fact that Scarlet Witch puts some complicated locations into play does not worry us thanks to our Move core and Legion.

Without a doubt, the flexibility of our archetype is ready to face Sera Control and many similar confrontations.

Versus InSheNaut

InSheNaut
Created by den
, updated 1 month ago
2x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3x Starter Card
3.3
Cost
0-
1
2
3
4
5+
5.2
Power
0-
1
2
3
4
5+

It’s striking how the most successful version of this archetype is now playing without Moon Girl. Certainly, now it can no longer be called Double Up! 😅

The main reason for this is the current state of the metagame that focuses on countering the opponent’s plays and being more reactive. This usually makes Moon Girl‘s line easier to punish than the High Evolutionary core.

It’s an interesting game. Leech could destroy a lot of meta decks, but it doesn’t do much damage to us. We’ll have developed our game by then and it doesn’t matter if it hits Kitty Pryde or almost any of our other cards.

We have Shang-Chi for She-Hulk, Evolved Hulk, and The Infinaut, but destroying any of these cards is not an easy task. We must try to enter Turn 6 (or Turn 7) without priority. They tend to skip a turn, losing priority in the process. However, with Nebula, Sunspot, and Misty Knight, it’s not hard to make them recover priority. Also, they play Armor and Cosmo, which, rather than hinder us, gives Shang-Chi fewer lanes to be effective.

The best trick to beating this archetype is to remove Limbo with our Legion by targeting another of the locations (this is the only moment when Leech can be a problem). This usually throws them off balance and makes them lose the game. Just watch out for the aforementioned Cosmo; good InSheNaut players often use to protect Limbo.

Versus Good Cards Stature

Good Cards Stature
Created by den
, updated 1 month ago
2x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
4x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.2
Cost
0-
1
2
3
4
5+
3.3
Power
0-
1
2
3
4
5+

As we have been saying, flexibility reactivity is the name of the game. Against Good Cards Stature, one of the three decks capable of maneuvering in any situation, we should have an even game – although I think we have the advantage.

While the Rocks from Korg and Rockslide can bother us, Shang-Chi has a free target in Darkhawk since they don’t play Armor or Cosmo. Killmonger has a hard time taking out Kitty Pryde, and their Movement core pales in comparison to ours.

Enchantress does not have a single target, and Spider-Ham does not have a specific hit that will eliminate us from the game.

On many occasions, the most annoying thing could be Black Bolt and Stature. This combination can make us lose resources and enable a [1/6] for the final turn when Miles Morales would only be a [1/5]. Without Black Bolt, Kitty Pryde usually gives us the advantage for the final turn.

Turn by Turn Breakdown

Turn 1

If you have Kitty Pryde, it’s time to play her and start increasing her power.

Turn 2

We have multiple options for this turn. The correct decision is usually between Angela and Kraven, either of which will anchor a lane. Choose the one that can most easily reach eight power in combination with the cards in your hand.

Turn 3

Playing Hulkbuster here is not the best option. It’s not wrong to do so, but it would be preferable to play Jeff the Baby Land Shark + Kitty Pryde or Spider-Man.

Turn 4

This is the turn where Hulkbuster + Kitty Pryde make a great combo. Remember to play this combo on an empty lane. We can also play any combination of our 1- to 3-Cost cards, or Captain Marvel. The options are vast. This is due to the great synergy between our cards and the flexibility of the deck.

Think calmly. Sometimes it’s okay to go for the most points by powering Kitty Pryde, Angela, and Kraven, and sometimes assembling a more impactful plan for the late-game could be a better choice.

Turn 5

The only difference with the previous turn lies in the decision between a combination of our cards or playing Legion. Choosing to play Legion should only happen if it will translates into a decisive line that gives us the upper hand for the final turn. By this, I mean tripling a location that is very favorable to us or that puts the opponent in big trouble.

Also, playing Legion just as a [5/8] is not a bad idea if you don’t have a better play. When this happens, though, look carefully to see if a combination of your low-cost cards would enable a better plan for Turn 6.

Closing Words

The tweak to Spider-Man has certainly done the game a lot of good. So much so that the implications of this go beyond removing a lane-locking tool from the game.

The meta has changed, it has given life to an archetype that for months was waiting for the moment to shine, it has given players a chance to use to forgotten cards, and it’s a tool that interacts with the opponent rather than limits them, just to mention a few.

Thanks to this and the people who began to explore the card, this archetype is now in the lead in the competitive environment – and by a wide margin. Its great flexibility allows us to maneuver during all stages of the game. And while it’s true that it requires a lot of practice, the ability to reach any location with a strong plan for competing in the points department makes this new archetype promise to be with us for a long time.

I hope this article has been to your liking, and that it will help you quickly achieve your goals for this month. Let us know your thoughts on this and any other Marvel Snap related topics in the Marvel Snap Community Discord, on my Twitter, and in the comment section of this article (I promise I read them all!).

Don’t forget that I have started providing personal coaching services for Marvel Snap. If you want to contact me, you can look for me on Discord as bohettv, on my Twitter, or via email on [email protected]

Thanks for reading, and as I always say, dear readers, don’t forget to smile; I assure you that it makes a difference.

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One comment

  1. Another great guide.

    Lacking Jeff and Legion, I’ve been trying Nightcrawler and Vision. Been doing decently in Conquest, but I’m starting to think I should try Aero.

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