Stegron Card Spotlight

Stegron Theorycraft, Strategy, and Decklists: Another Piece of Movement Control Has Arrived

The next addition to Marvel Snap is Stegron, a card that might create an entirely new archetype! Join SafetyBlade as he breaks down Stegron's strengths and weaknesses, as well as potential decklists.

Stegron will be hitting Marvel Snap on April 25, 2023 as part of the Animals Assemble season. This card will initially be available as a Series 5 card, giving players additional options for the Move archetype. Let’s dive into how it works, strategies, and decks it can fit into – is it worth the purchase?

As a reminder, Series 5 cards can be purchased for 6,000 Collector’s Tokens from the Token Shop initially as a Weekly Spotlight card, or opened via the Collection Level Track at a 0.25% drop rate in Collector’s Caches and Reserves.

Every two months, this card will undergo a Series Drop and be cheaper and easier to acquire. For a full new card release and Series Drop schedule and how it all works, check out our dedicated guide.

Stegron is a four energy cost, five power card that has the following ability: On Reveal: Move an enemy card from here to another location.

Strategy and Potential

Stegron is an interesting card; it can easily be compared to the likes of Juggernaut, Aero, and Polaris. Changing your opponent’s plans has proven time and again to be a strong effect in Marvel Snap. As you’re playing for two lanes, effective use of cards like this can often mean the difference between winning and losing.

This one fits nicely in the four cost slot, and it has some subtle differences to the others that could set it head and shoulders above them. It is, however, potentially redundant due to how similar the effect can be to other cards in certain situations.

Unlike Juggernaut, this card does not need to be played on the same turn as the card that gets moved. The downsides, of course, are that Stegron only moves one card, that card is entirely random, and it has been confirmed that it can move the card played that turn.

This is the key differentiator and the reason why this card has more flexibility. It’s also the reason why it is much more random and harder to use effectively. There are many matchups where Stegron will have a 1/2 or 1/3 chance of hitting the card you need to move so you can win the lane.

There are also many matchups where one big or key card is sitting alone in a location and Stegron can move it away before it can do what it needs to (Wong is a great example). Another good example in the current environment would be moving the Sandman player’s Doctor Doom prior to their Odin on Turn 6.

At 4/5, Stegron is affected by Zabu and Sera, and this is another obvious application. It’s hard to imagine this card not eventually finding its way into the many variations of the Sera Control decks. As a tech card in these lists, you can see how it can create chaos and provide utility, both of which can be very valuable.

Moving any card on Turn 4 and opening Miles Morales plus another 4-cost on Turn 5 is another way forward for Stegron. Since Stegron could now allow for several Movement Control cards to fit into one deck, the synergies with Miles Morales could hit a critical mass and we might see him fall into more decks due to the ability to consistently activate his ability with Control cards.

Verdict

Stegron‘s potential is much higher than it seems on the surface, but it is still just a tech card that is unlikely to be a core to build around. The most exciting thing about the card is combining it with other Movement Control cards like Juggernaut and Polaris to activate Miles Morales as consistently as possible. Outside of this, he can be a part of most control decks as a chosen tech card, but he is unlikely to be a core requirement.

Potential Score

Rating: 6 out of 10.

Below are some possible starter decks for Stegron with brief descriptions.

Starter Decks (Theorycraft)

Sera

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

This list is a modification of the Sera list that uses Stegron as one of the key control pieces. Stegron has an advantage over some of the other cards in this archetype as it can be used proactively on curve to mess up the opponent and significantly change the game state. The rest of the deck is the proven Sera Control shell with multiple strong tech cards that we want to combo on Turn 6 to win the game.

Lockdown

Stegron & The Junkrats
Created by SafetyBlade
, updated 5 months ago
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
7x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
2.9
Cost
0-
1
2
3
4
5+
3
Power
0-
1
2
3
4
5+

Stegron adds a another good 4 cost control tool, so another direction we can take is combining the card with the Junk package. We can play it proactively to fill up lanes, and we can also use Zabu to bring his cost down to three for later turns.

The Sentry and Professor X package is used here as the power push because it can allow for a Turn 6 Sentry + Stegron.

You can also play Sentry with Titania and Demon for 21 power on Turn 6 (just remember to fill the right lane or plan to lose it to the Void).

Stegron Move Control
Created by SafetyBlade
, updated 5 months ago
2x Collection Level 1-14
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.4
Cost
0-
1
2
3
4
5+
4.6
Power
0-
1
2
3
4
5+

Another Lockdown direction worth exploring involves using the Movement Control cards to take the opponent’s cards away from the lanes you want to win. With Stegron, we now have a curve full of frustrating Move cards that can combine to control lanes while activating Miles Morales. This allows you to use play Miles for one energy consistently while at the same time locking out your opponent.

Who is Stegron?

Dr. Vincent Stegron was a brilliant scientist until an experiment with dinosaur DNA transformed him into Stegron, a reptilian creature with a thirst for power and a hatred for humanity. Now he roams the Marvel Universe as one of its most unique villains: a half-man, half-dinosaur hybrid with an insatiable desire for conquest. (What is it with evil scientists in the Marvel Universe?)

Stegron has superhuman strength, speed, agility, and durability, as well as razor-sharp claws and teeth. He also has the unique ability to control and communicate with dinosaurs, and he uses them as his loyal minions to aid in his nefarious schemes.

Stegron‘s desire for domination has made him a formidable foe to many Marvel heroes, including Spider-Man and The Avengers. However, his scientific background has also made him a target for other villains who covet his knowledge, including the likes of the High Evolutionary and the villainous organization A.I.M.

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: 131

3 Comments

  1. This card is insane IMO. Not meta-defining, but definitely move-defining. Although power seems a little bit off, it should be 6. Polaris has a “similar” effect and has a better stat ratio.

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