Titania Ario Anindito Variant

Titania Guide: How Does It Work?

Titania is a card that can cause some headaches, both for you and your opponent. If you've skipped over this card because it seems too complicated, den has brought you a guide to remove the thinking from the equation. Learn how to leap to victory!

Marvel Snap is a game with a variety of cards. Most of them feature unique abilities that can shine depending on the situation they are played in. Among all the cards available, some of them are a little harder to leverage compared to the more straight-forward abilities. Indeed, although a card may be strong in the right setup or have a great power for its cost, the perfect situation might be so scarce or difficult to achieve that it ends up being completely misunderstood by the player base. Or worse, totally unused.

In that category is Titania, one of the best deals in the game if you are looking at the cost-to-power ratio. But somehow it’s a card that never quite took off, likely as a result of being too complicated for many to trust in their deck.

Because she regularly changes sides during a match, it can be terrifying to play Titania before Turn 6. There is the big risk of not seeing her end up on your side of the board, instead giving five power to the opponent on game’s end. Or she could just block you from playing a card since it would give her to the opponent. Plus, there’s the need to keep a close eye on priority to know who will make Titania move first. This is often way too much trouble when other options exist in the game that have a similar payoff for less than half the trouble.

However, one thing is often overlooked about Titania: she is usually a bigger headache for your opponent than she is for you.

Indeed, because Titania is in your deck, you have control over timing and the location where she will be played. As such, you can look for the perfect opportunity to play the card, or just hold it for when she won’t be a risk anymore. Yes, you read that right. Titania can be completely risk-free. Even better, she can lock your opponent out of their options and give you a location for very cheap.

In this series, let’s work on our fear of using certain cards by looking at their ideal scenarios and synergies. Today, we’re talking about Titania!

Ideal Scenarios and Synergies

There are three situations where Titania is at her best and presents absolutely no risk of benefiting the opponent:

Scenario 1

  • On the last turn of the game without priority.
    In this instance, as long as Titania is played last, there is no chance for her to change sides. Thus, she effectively represents a [1/5] card.
Going into Turn 6, I was pretty close with my opponent. I don’t have priority, so I can safely play a 5-Cost plus Titania (as long as Titania is my last card).
Blue Marvel helped win the left location, but the card would have lost me the game if played on its own. Thanks to Titania‘s solid power for her cost, I was also able to challenge the second location with Knull and win.

Scenario 2

  • If the opponent has three cards on a location and Titania can be played there and sent over while keeping at least two spots open. They will be locked on that lane, and any card can be played there later on to get Titania back. There are other ways to lock space from the opponent using Titania, this one is simply the easiest to exploit. In this scenario, Titania is both a safe [1/5] and eats up a spot from the opponent to lock them out of a location until Titania comes back.
On the left lane, I’m far ahead, so even if I send Titania there, I would still win that lane. This will create a situation where I don’t need to play on that lane until my opponent does so.

On the left lane, my opponent now needs to make a decision:

  • If they don’t play there anymore, I win the lane, which forces them to win the other two to win the game.
  • If they play there only on Turn 6, they only have one spot left. Plus, they would give me back Titania when playing their card. Then the lane would be -3 for them and 11 for me. They need at least 14 power in one card in order to contest the lane in this scenario.
  • They can play a card on Turn five to give me back Titania and lock the lane for me. This, however, limits what they can do during that turn on the other lanes. Also, I’m still at 11 power on the left, so they likely have to play yet another card there on Turn 6 to make it worth their Turn 5 commitment.

Note that, in this particular scenario, exactly Devil Dinosaur would punish me because I showed the situation on Onslaught's Citadel. I don’t see any indication that they would have the card, though, and I was just looking to explain a situation. 🙂

Scenario 3

  • If the opponent has a full lane, then nothing matters and Titania can be played on the lane for free. Once again, we get a [1/5] with the bonus of not caring about priority.
Considering my opponent has Lockjaw on the left lane, I can easily assume they will play a card there. As such, I can play Titania on the left without much risk of her changing sides. This also prevents my opponent from getting it when Dream Dimension activates at the start of the next turn.

Most of the time, the first scenario is the easiest to pull off. You can simply include Titania in a reactive deck, purposefully lose priority going into Turn 6 (something your deck aims to do anyway), and pair the card with a 5-Cost or a combination of other cards.

Valkyrie and Shang-Chi represent counter cards you might be looking to use to surprise your opponent on Turn 6. Alongside them, Titania represents a nice burst of power that allows you to challenge a second lane for cheap. Then you can invest your counter card somewhere else, or pair them together if you already have a location under control. Blue Marvel and Spider-Woman (and also Gamora and Devil Dinosaur) are some great 5-Cost cards to pair with Titania for power.

The second scenario is more difficult to pull off, but it also tends to be much more powerful. Indeed, preventing the opponent from playing onto a lane often means this lane should be yours when the game is all said and done. This alone could warrant a Snap, as your opponent is forced to win the other lanes or accept their defeat. To help achieve such a situation, there are a multitude of cards that can impact the opponent’s locations.

Viper is a plus one for them and minus one for you, which is perfect since you want at least two spots left while the opponent should have just one. Polaris (and also Juggernaut, Spider-Man, and other move cards) can help you reposition the opponent’s cards, which makes it a plus one for both players on any location. Green Goblin is similar to Viper, except you don’t need a card in play to activate it. However, the punish is much bigger if the opponent fills their location before Green Goblin reveals. Debrii adds cards everywhere except on her location, which can help create several lanes where Titania could be a consideration.

Finally, cards like Doctor Octopus (and I could have also mentioned Aero here) have the goal of filling the opposing side of a location before playing Titania. Storm can also fit that definition because closing the lane on the next turn means the opponent will not be able to play there anymore. Similarly, Professor X stops Titania from moving back and forth.

Make sure you control priority in these instances. Storm works better without priority, like in the first situation, while Professor X is better with priority so you know Titania will stop moving no matter what your opponent does.

Decks for Titania

Based on all the synergies we found for Titania, it seems like two decks can welcome the card and help it shine:

  • Thanos Control, where you can leverage cards like Professor X, Valkyrie, and Blue Marvel. Also, this deck is pretty great at utilizing priority when needed, which is an important aspect of the game to maximize Titania.
  • Junk, a deck that aims to fill the opponent’s lanes. It often accomplishes this goal, which allows Titania to be played safely on any lane that is full.
Tithanos control
Created by den
, updated 8 months ago
3x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Recruit Season
3.6
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+
Junk
Created by den
, updated 8 months ago
3x Collection Level 18-214 (Pool 1)
9x Collection Level 486+ (Pool 3)
2.8
Cost
0-
1
2
3
4
5+
3.3
Power
0-
1
2
3
4
5+

Closing Words

Every card in Marvel Snap is special in its own way. Some are super powerful, others are incredibly flexible, and some are unfortunately not strong enough to see play. However, Second Dinner has made it clear they try to help every card at some point, giving them more power, a reduced cost or changing their ability completely if necessary. In this mist of constant change, it is easy to focus on all the changes, or the new card of a week. Yet, there are plenty of cards in Marvel Snap which aren’t seeing play just because they require much more investment than more straight-forward options.

I feel like Titania is one of those cards, and suffered a lot from the time Killmonger was the most popular 3-cost in Marvel Snap, in addition to not having a very strong deck to be played in ever since Thanos Control stopped playing any 1-cost cards to include Jeff the Baby Land Shark and other strong standalone 2-costs. Since then, we have all moved on to building our decks around the same 1-cost cards, most of them being aimed at hitting the board on turn one, like Nebula, Sunspot, Korg or Quinjet, or not having any. However, if Titania never received help from the developers, while her popularity should certainly warrant it, my guess is that the card is fine as it is, but too challenging to master to bother spending the time compared to other options.

I hope with this guide, you understood a bit more of what the card can provide, and maybe gave a shot to Titania in one of her featured archetypes. With Galactus being amongst the most popular decks, Junk is a really good counter to that strategy. Even if you don’t give the card a shot, I hope you having fun with the game, and testing new brews occasionally.

As usual, if you need anything, you can find me on the Marvel Snap Zone community Discord, or follow my Twitter page where I share decks and biased opinions about the game.

Good Game Everyone.

Captain Marvel Artgerm

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den
den

Den has been in love with strategy games for as long as he can remember, starting with the Heroes of Might and Magic series as a kid. Card games came around the middle school - Yu-Gi-Oh! and then Magic: The Gathering.

Hearthstone and Legends of Runeterra has been his real breakthrough and he has been a coach, writer, and caster on the French scene for many years now. He now coaches aspiring pro players and writes various articles on these games.

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