The current metagame is seeing a lot of decks based around the 1-cost energy cards being played. Whether it is the 1-Drop KaZoo deck or the 1-Drop Swarm Aggro deck, both offer good options while using only Pool 1 and 2 cards for beginners.
As time passes, the archetype only got stronger, so the environment logically adapted to counter these decks. Killmonger especially, has been a card on the rise as it allows removing a large part of the 1-cost units of these decks.
In order to stop being bullied by heavily teched decks, the 1-Drop archetype turned to a variant that started popping around the end of Season 1 called Sera Buff Miracle.
Still largely based on flooding the board with cheap cards, the main difference in this iteration is that we are using Sera‘s passive ability to do it all on turn 6.
This key difference in how the deck operates allow playing around tech cards much more efficiently. We can stay behind in order to reveal second, which completely denies Killmonger‘s ability. Also, as Sera ability discounts our 2 cost cards, we can play those at same price as 1 cost cards, which plays even more around Killmonger‘s ability.
Thanks to being more suited against the archetypes looking to counter the other builds, Sera Miracle Buff is building a strong case to be considered the top deck in the metagame.
Decklist and Tech Choices
Sera: Star of the deck and centerpiece of the gameplan, absolutely impossible to replace from the deck.
Nakia / Okoye: Both cards seem way too good not to play in a combo-oriented deck looking to play a ton of cheap cards in a turn. They may get nerfed in an upcoming balance patch (especially Nakia), but for now are mandatory in most Marvel Snap decks.
Angela / Bishop / Strong Guy: They are our highest point scorers most of the time. Bishop needs to be played on turn 3 or 4 to be fully effective and not eat too much of our of mana on turn 6. Angela and Strong Guy can be kept and played during the last run for 7 and 9 points respectively;
Blade / Lady Sif / Hellcow: A needed discard package to make sure we have a 9 power Strong Guy at the end of the game. These cards are also amongst the most cost-effective in the game, and the deck is built so that their discard effect is not usually a problem for the deck.
Ant-Man: This is the card I would see myself cut for a tech card quite easily, like Elektra for example, or Mojo to improve the deck against other similar decks.
At 4 points for 1 mana, Ant-Man fits the bill of scoring a lot for cheap on the last turn.
Mister Sinister: Simply a good card to play as the copy also receives the buffs from Okoye and Nakia, Mister Sinister plays the role of Swarm in other 1 drop decks. The card also helps to reach Ant-Man‘s condition, but is quite a poor play on the location that Angela is in play.
The current iteration of the deck is very centered around the “Miracle” part of the deck, and basically plans on playing on turn 1, 3, 5, and then combo out on 6.
Wolverine: Almost a guaranteed discard on turn 6, the card can replace Mister Sinister to push even more the combo aspect of the deck. It might cost you Ant-Man‘s activation on some occasions, though.
Killmonger: This one requires playing more 2 cost cards than usual, but if we have Sera, those will cost 1 anyway, so it might be even better. In a similar idea to Mojo, or Hazmat in a way, Killmonger is played to demolish the popular Zoo deck.
Game Plan and Play Patterns
This is a deck that, outside of turn 6, isn’t looking to be too flexible. Indeed, if we could, we would like to go Okoye on 1, Nakia on 3 and Sera on 5 every single game. On some occasions, we are also glad to fit Sunspot on turn 2 for example, but outside of turn 6, the perfect draw doesn’t require us to be that flexible.
In that perfect scenario, we should be able to be extremely efficient and would maximize board space and our turn 6 in order to win 2 locations. Our plays should reflect this, and we would like to have Okoye and Nakia on the same location, the one we will not fight for tooth and nail.
On the other 2 locations, we should have 5 points in one (usually Sera) with 3 extra spots and 4 spots available on the other one. At times, we might have played Bishop during turn 4 or Sunspot on turn 2, which we can play alongside Nakia and Okoye to force the opponent to compete for that location. Otherwise, we would play him on the third location, as a way to stay flexible entering turn 6 and not revealing too much of our points spread. If you have Angela in hand and play to maximize her points gain, then leave the third location empty.
Playing Bishop and Sera on the same location is often risky, as it doesn’t allow much flexibility. It can be a way to discourage the opponent from investing into the location, so we can go all in on another one.
For an optimal point spread, we should play Angela on the empty location so we can activate her ability 3 times, and play Ant-Man on the location we will fill all 4 spots. Be careful on how you use Mister Sinister, the card is great to activate Ant-Man‘s Ongoing ability but will only trigger Angela‘s once while summoning 2 units.
The standalone cards in the discard package can be used in a flexible way. Strong Guy and Hellcow add quite a bit points for their cost, so we would want to play those on the location we expect to be the most difficult to obtain. Lady Sif and Blade can simply be played on the remaining spots, either to trigger Angela, activate Ant-Man or to maybe steal the third location if we expect the opponent to not invest into it.
Alternate Play Patterns
We did not draw Sera:
If you are at turn 4 and still haven’t drawn into Sera, you might be pressed into playing your cards so you can actually compete with your opponent (or retreat to save your Cubes).
If you had both Okoye and Nakia, you should still be quite competitive to be honest, just use your energy effectively in order to minimize the impact of the discard effects and play as many cards as possible. Although the deck is weaker without Sera, we are mostly losing the surprise element here.
We did not Draw Nakia:
Not drawing Nakia costs us an average of 8 to 10 total power at the end, an annoying set back, but one we can try and accommodate.
Most of the time, the missing 10 power are what we get into the third location in order to force the opponent into investing there or win it for cheap. When you don’t draw into Nakia, it is usually fine to simply not play for the third location at all and focus on winning 2.
If your opponent did draw Nakia though, I would consider retreating as soon as they Snap.
Constantly plan your turn 6
This deck is all about a huge turn 6 that would leave the opponent enable to answer it. Even on turn 2 or 3, it is important to start planning ahead on how we intend to spend our energy and where we are in setting up our big payoff turn.
This planning will also help to spot when to play proactively before turn 6 more often.
Consider your opponent’s options on turn 6
Sera Miracle Buff is the most flexible deck on turn 6, meaning we should have much more information on our opponent than they have on us.
It is rare other decks are able to play aggressively on 2 locations, let alone all 3. If we are able to guess accurately what the opponent is about to do based on what we saw previously, we should be able to steal a ton of wins.
Embrace Snapping early in the game.
If you see you have a good hand early in the game, feel free to Snap on turn 2 or 3 rather than wait for your opponent to have a better idea of what you could be up for.
As a deck looking to play a lot on turn 6, Muir Island can often give our opponent a lot of points. As such, unless you feel like playing your cards earlier in order to fight for this location, you often will have to consider this one lost against a more proactive deck.
This is likely the worst location in the game for this deck and could be worth a retreat on the spot. When you see it, consider simply playing your cards and hoping you will give an empty or very weak hand to your opponent on 6.
Similarly to Muir Island, this location is quite bad for us to compete on. The best setup we can go for is to Bishop on it by turn 4 and hope he can bring it home. Otherwise, just play Okoye and Nakia there, so you have as many available spots as possible to fight the other 2 locations.
It is difficult for us to invest early in the game to win a location. If you didn’t draw into Sera by turn 4, I would consider investing to win Asgard over. If you did, it is up to you to assess how bad it is to let our opponent get 2 cards for free.
Depending on our hand, this one can be good or bad. Oftentimes, the best use of Sinister London is to fill up another location and then go for maximum points with the standalone cards on Sinister London so it also summons on the other location we covet.
1 Drop Ka-Zoo or Swarm Aggro are much cheaper and therefore much more popular for now, while posting very good results, which completely hides the fact that there might be an even better archetype with their gameplay.
Roaming the various communities on Marvel Snap, I have seen a lot of people talk about how unpredictably in the later turns is the most important factor to a deck’s success and Cube racking ability.
With a mix of a well-known and performing archetype and this crucial unpredictable aspect, Sera Miracle Buff has everything to be considered one of, if not the best deck in Marvel Snap currently.
This was our very first deck guide here on Marvel Snap Zone, so any kind of feedback is appreciated. You can leave a comment in the section below, find us on our community Discord, or contact me directly on my Twitter.
Good Game everyone.