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Marvel Snap’s newest game mode, Team Clash, is finally here, and with it comes 30 new redesigned characters made specifically for the mode! There’s a lot to consider with the new characters and team buffs, so this article will break down each team in detail!
Team Clash will start at 11AM PST (daily reset) on December 18th, and will end on December 28th at the daily reset.
What is Team Clash?
In short, Team Clash plays just like the standard Snap without the cube system. Players can choose between 5 pre-made decks themed for 5 different teams: Avengers, Thunderbolt, X-Men, Spider-Verse, and Guardians of the Galaxy! The decks are ready to play as is, or you can edit parts of the deck to adjust your team.
Each team has a special, global ability that is active for the entire match (see the team section for details on each ability). Each deck has a core of 6 cards that cannot be removed from the deck. These 6 core cards are new versions of each character, so their text will differ from the typical card designs from the base game! The other 6 cards can be adjusted how you see fit, and are the standard cards from the game! If any additional cards you add are also in the same team as your core 6, they get extra benefits! You can filter your card collection by teams to know exactly what characters belong to what teams.
The Teams and Analysis
Avengers
After you play an Avenger, give one of your Avengers there +1 Power.

- Team Clash Hawkeye: On Reveal: If you play a card here next turn, +2 Power. If it’s an Avenger, repeat this ability here.
- Team Clash Captain America: Ongoing: Your other Avengers here have +2 Power.
- Team Clash Doctor Strange: On Reveal: Move one of your Avengers with On Reveal to this location to repeat its ability.
- Team Clash Thor: On Reveal: Draw an Avenger, then shuffle Mjolnir into your deck.
- Team Clash Vision: If you have another Avenger here, you can move this.
- Team Clash Hulk: On Reveal: +3 Power for each other Avenger you have here.
This deck could have the biggest scaling thanks to the avengers working together to grow Power. Doctor Strange having such specific text let’s you be very precise with your target choice, which opens a lot of combo potential. Thor’s new text let’s you avoid deck bloat with the extra avengers draw, and can technically help you tutor the clash cards if you remove excess avengers from your custom decks.
Wong could be a huge part of this deck in one of your 6 flex spots. Hulk gets significantly taller with Wong, which could be enough to solo win a location. With scaling being the deck’s big draw, Viv Vision could help you keep your momentum, and boost a potential Iron Man or Captain Carter.
Vision is the weakest part of this team by a fair margin. You already want to play avengers together to get buffs, and a 4/7 is a tall ask for only 2 potential card movements. Perhaps some crafty players can find 6 cards that can be swapped in to make better use of him, but as-is, he will most likely be the worst draw you could have. Hawkeye comes in close second in bad cards since you have to play in the same location multiple turns, and there is another team who greatly benifit from guessing your location plays…
Overall the deck has one major weakness: Shadow King. This deck relies heavily on buffed cards, and losing everything to one card is a huge issue. Tech cards are usually used a lot in event modes, and having specific deck styles only increases the odds of him being effective. If it weren’t for that major counter, I would be very excited for this team! As it stands though, this deck may be too unreliable.
Thunderbolts
Your Thunderbolts reveal with +2 Power at locations you’re losing.

- Team Clash Valentina: On Reveal: Add a random Thunderbolt to your hand. Give it -1 Cost.
- Team Clash Toxie Doxie: On Reveal: Give 2 characters in your hand +2 Power. You can’t play them next turn unless they’re Thunderbolts.
- Team Clash Winter Soldier: You can only play this at a location you’re losing.
- Team Clash Ghost: Costs 1 less for each location you’re losing.
- Team Clash Task Master: On Reveal: Gains Power equal to your other highest-Power Thunderbolt.
- Team Clash Sentry: On Reveal: Add a -9 Power Void to a location where you don’t have a Thunderbolt.
While the Thunderbolts share a similar Shadow King weakness to the Avengers, this team should rarely have priority. Not only that, but many of these abilities include Cost reduction instead of strictly Power buffs.
The strength of this deck comes from the comeback capabilities. Losing a location is a good thing for many of the cards, so you can drop big stats down and swing locations abruptly. The negative Power can be a mind game as well, making the opponent have to decide if you could clog them, or are using the negative Power to buff your team!
Right off the bat, Annihilus would be a clear addition to this deck (perhaps replacing Hulk Buster). This would remove the reliance on Viper. Alternatively, Merlin or Sersi could transform the cards into something more useful! The deck definitely needs more ways to remove those negative Power cards, so I wouldn’t suggest using the default deck.
Invisible Woman could make for a strong tool in this deck as well! While she isn’t a Thunderbolt, she can hide your Power to let you keep the buff to Ghost, place Winter Soldier in a location you are secretly winning, or setup a Merlin spell or Sersi for the end of the game. Task Master can also use her to get the highest possible Power since this version of the card doesn’t care about play order.
Overall, the deck / team looks very strong compared to the others! It has buff options, Cost reduction, and big location swing potential! No single counter cards will ruin the deck, you aren’t at a major disadvantage constantly. None of the core cards are bad draws either, making the deck play a lot more consistently. The Thunderbolts are definitely high on my list for anticipated top teams.
Guardians of the Galaxy
ALL cards reveal with +1 Power at the glowing location.

- Team Clash Mantis: On Reveal: If your opponent played a card here this turn, give a Guardian in your hand -2 Cost.
- Team Clash Rocket Raccoon: On Reveal: If your opponent played a card here this turn, draw a Guardian and give it +2 Power.
- Team Clash Star Lord: On Reveal: If your opponent played a card here this turn, give +1 Power to your Guardians in hand and play.
- Team Clash Drax: On Reveal: If your opponent played a card here this turn, double this card’s Power.
- Team Clash Groot: On Reveal: Discard a non-Guardian card from your hand unless your opponent played a card here this turn.
- Team Clash Gamora: On Reveal: If your opponent played a card here this turn, destroy their lowest-Cost card here.
On the surface, the Guardians typically aren’t the best cards due to how difficult guessing your opponent’s location can be. In Team Clash though, plays are much more predictable when you know what your opponent is playing. On top of that, these guardians aren’t all explicitly tied to Power buff On Reveals. You get cost reduction, card draw, buffs, and enemy card destruction. It makes you a bit more strategic in choosing which Guardian to play.
While he doesn’t see much play in the base game, Daredevil could be a great addition to this team! Guaranteed triggers on your cards on turn 5 is a great way to plan ideal plays, or save certain guardians for the best chance of getting their ability. Nebula and Adam Warlock also help get you successful triggers throughout the match!
Gladiator would be a fast cut from the deck for me. Giving your opponent potential hits on their guardian team is way to risky, let alone possibly pulling a card her can’t destroy. Viv Vision could be a good replacement for him though. She not only is good bait for your opponent, she can buff Drax to make his scaling a really strong final turn play! Grand Master would also be a good option to double up on On Reveal triggers.
Beta Ray Bill was surprising to me at first, but the deck actually has multiple draw capabilities that could make him more consistent. Between the Guardian buffs and possibly Viv Vision, his scaling potential could be incredibly high. Having to set him up ahead of time though does put him in danger of counters like Shadow King.
Overall, this deck has a lot of promise, but it relies a lot on your opponents playing in predictable ways. Snap has a lot of cards that can push your opponent into playing at specific locations, but it isn’t foolproof when your opponent knows the team you are using. I would expect to see this as the mid-tier deck among the 5 teams.
Spider-Verse
You get +2 Energy if one of your Spider-Verse cards moved last turn.

- Team Clash Ghost Spider: On Reveal: The last card you played moves here. If it’s a Spider-Verse card, this gains +2 Power.
- Team Clash Agony: After you play a card here, merge this with it. If it’s a Spider-Verse card, move it away from here.
- Team Clash Scarlet Spider: Activate: Add a clone with the same Power to another location, then move this to the third location.
- Team Clash Symbiote Spider-Man: Activate: Merge one of your cards here into this. Replace that card with a Spider-Verse card from your deck.
- Team Clash Anti-Venom: On Reveal: Set the Cost and Power of your deck’s top card to 0 until that card moves.
- Team Clash Spider-Man 2099: On Reveal: For each time your cards moved this game, give +1 Power to one of your cards. (0 times)
Energy ramp is one of the strongest abilities in Snap since it has no counters, and this deck has an incredibly easy time getting that ramp quickly. Move decks are already one of the best decks in the base game, and it looks like that trend will carry over into Team Clash.
The synergy here is obvious, with lots of move buffs avalible and plenty of energy to play out any cards you want. You can buff the deck with cards like Baltroc, Hydra Stomper, or Ezekiel Sims, which also helps the new Spider-Man 2099! Even if you dropped the amount if Spider-Verse cards, Move decks have so much support, you can just change the deck into a classic move decks with some free energy here and there.
You have a few cards you could cut, like Peni Parker, Kraven, or Man-Spider if you want to add some non-spider move cards. Cards like Dagger, Iron Fist, Cloak, and Hellion could be good move additions. Similarly, Heimdall has a lot of potential, especially with the ramp avalible. This would let you Heimdall, then play Spider-Man 2099 for massive value. Madame Web is an incredibly strong asset, but she’s a dead card if Red Guardian or Deafening Cord become prevelant.
Overall, I think the deck is the potential best of the set, but that doesn’t mean it’s perfect though. It’s vulnerable to tech, lacks strong cards like Human Torch and Doctor Strange, and it’s dependant on a good curve. With that said, of all the teams this event has, guarenteed early energy scaling is one of the strongest abilities in Snap, and this deck has tons of it. That energy boost can be exploited, especially with custom decks avalible, so I think this deck will likely be cooked to a place that makes it superior consistently.
X-Men
You get +1 Energy for each location where you have 3 or more X-Men.

- Team Clash Nightcrawler: You can move this once. When this moves, give it +1 Power for each of your X-Men at the new location.
- Team Clash Wolverine: End of Turn: If you have unspent Energy, destroy this to regenerate it with +3 Power at a location where you have an X-Man.
- Team Clash Jean Grey: The next time you get bonus Energy as the turn starts, draw a card.
- Team Clash Cyclops: Ongoing: Gains Power equal to the most Energy you had in one turn this game.
- Team Clash Jubilee: On Reveal: Add the top card of your deck to this location. Give it Power equal to your unspent Energy.
- Team Clash Professor X: You get +1 Energy each turn for each of your X-Men here.
While I know I just mentioned how energy ramp is incredibly strong, I think this team may be the worst of the set. If that sounds odd, let’s break things down:
There are a few very strong cards here: Cyclops, Wolverine, Sunspot and Jim Hammond Human Torch. These will often be the scaling cards that can win you matches with how much Power they could generate. You could capitalize on this with cards like Frigga or Moon Girl (perhaps with Quinjet), but the curve there is awkward.
As for the rest of the deck, it’s basically a glass cannon. You set up a bunch of cards on curve, then hope you draw Hope Summers and Professor X to get big ramp into turn 6 to get value from your setup cards.
If it wasn’t clear already, the struggle this deck will face is actually getting to ramp extra energy. You have so many cards you need to setup in order to get value, you basically played on curve the entire game. It’s a lot of lucky draws in order to get a few cards to have decent Power, but I don’t see how that’s enough Power to win versus the other decks. You can’t even get value from the team ability until you play 3 X-Men into the same location. Simply put, I think this is easily the worst team and not worth using. If the ability gets buffed to only requiring 2 X-Men though, this could be an incredibly good deck.
Wrap-Up
What’s your take on the team’s? Do you agree with my thoughts, or am I missing aspects that could change their viability? Let me know in the comments!
Also, the weekly variant competition is back, and you can win a season pass for this season OR next season by just sharing your favorite cards! Don’t miss out!







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