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Shuri's Lab Marvel Snap Location

Shuri’s Lab Hot Location Guide: Strategy, Best Cards and Decks

This week's Marvel Snap Hot Location is Shuri's Lab: After you play a card here, double its 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 Shuri's Lab: After you play a card here, double its Power. Hot Locations happen every week, starting on 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 will you play?

Today’s Hot Location has been cancelled!

Strategy and General Tips

Shuri's Lab doubles the power of every card played on the location. Playing decks that carry plenty of cards with a high base power (looking at you, Red Skull) is the obvious synergy. Combining this with Taskmaster to split the power across to other lanes is effective and allows you to push significant power across two lanes. If you go in this direction, Armor and Cosmo should be auto includes in your deck as they will protect your lanes.

Shang-Chi is a card, and if you’re not running cards looking to be buffed by the location then he can be an incredibly effective counter. Locations like this one showing up 60% of the time can also allow you to run decks with the sole purpose of countering the deck style you’re most likely to encounter. In this case, we can use Lockation strategies to lock other lanes early and limit our opponent’s ability to spread power across the board.

Main Deck Feature

Shuri’s Laboratory
Created by SafetyBlade
, updated 30 days ago
3x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
7x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
3.7
Cost
0-
1
2
3
4
5+
5
Power
0-
1
2
3
4
5+

Shuri is the obvious build around for the location. This version is slightly different to what you would normally see and is aimed at consistently spreading the power from the hot location (plus, it doesn’t run Sunspot). The deck has two main phases.

Phase 1 (Setting Up)

You’re looking to establish priority and defend the lanes you’ll need to use later on. Zero into Lizard or Titania achieves this pretty well. If we miss on the early Zero targets, we can always Zero on turn three into Attuma as a back up line. Armor and Cosmo can also be set up early on lanes where we hope to play our big threats. If we find the hot location, we should play one of these two on it.

Note: Attuma is the flex spot, and dropping him for Shang-Chi could be an option. Attuma is there to ensure we have a big 4-cost play for Shuri's Lab that can be defended by Armor and, if all else fails, used as a Taskmaster target.

Phase 2 (Shuri)

If we draw Shuri, we want to play her into one of our main targets: Red Skull, Vision, and She-Hulk. Red Skull is 60 power on the with both effects; if you can defend the location and have Taskmaster, this card is the way to go.

If you can’t defend the location, though, or you don’t yet have Taskmaster, the alternate plan is Vision. If we hit Vision with Shuri and Shuri's Lab it climbs to 28 power. We can then move Vision to another lane for a turn six Arnim Zola.

The third option is skip into She-Hulk and Taskmaster. This has advantages against Shang-Chi but can be weak into Aero. Looking at our hand on turn four and deciding which line we need to take is the key to success with this deck.

Note: Captain Marvel is another consideration over Vision, but if you go this direction then Arnim Zola should also be dropped for Sunspot as you will not have the move Vision and play Arnim Zola plan.

Series 2 and below (pre-CL 474)

Series 2 – Big Visions
Created by SafetyBlade
, updated 30 days ago
2x Collection Level 1-14
4x Collection Level 18-214 (Pool 1)
6x Collection Level 222-474 (Pool 2)
3.1
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

The above deck is a Series 2 control deck which can utilize Vision on Shuri's Lab to create a large power card that we can move where we need to. We want to lock down one lane with Storm, play into Shuri's Lab with Vision, and then move to the lane we need to win on turn six.

After Credits

Lockation based decks can do really well when we know one of the locations 60% of the time and that locations encourages a certain archetype. Thanos and Galactus should also benefit from this information. Thanos can use the stones to control the situation, and Galactus will have a strong idea what lanes it can compete for once the locations are revealed. These lists should not need much modification for the location.

Adding in some location control and flexibility, we can build some other ways to use Shuri's Lab and frustrate our opponents. The deck below is built to do this. Zabu acts as our enabler, and we can use Absorbing Man to duplicate a big control effect like Aero or Shang-Chi.

Vision can land on Shuri's Lab and move to the location we need to win, and we have Storm + Juggernaut to try to win a location early on (if possible).

Absorbing Man and Juggernaut on turn six is also a hilarious combo that everyone should try at least once.

Big Brain Shuri
Created by SafetyBlade
, updated 29 days ago
1x Collection Level 18-214 (Pool 1)
4x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
3.2
Cost
0-
1
2
3
4
5+
3.7
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 and 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: 66

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