War Machine Base Card Art

Best War Machine Decks to Try on Day 1 and Strategy Guide: Location Location Location

War Machine enters the Marvel Snap arena! Read about the new Series 5 card's strengths and weaknesses and find some decks to try it out in here!

War Machine is the final Series 5 card for the March 2024 Season, Avengers vs. X-Men. It is a 4-Cost, 6-Power card that reads: On Reveal: Until the end of next turn, nothing can stop you from playing cards anywhere. Today, we will take a deeper look at the new card and, of course, the best decks to try it out in.

Series 5 cards can be purchased for 6,000 Collector’s Tokens from the Token Shop initially as a Weekly Spotlight card, or opened as one of the featured cards in the Spotlight Caches that are found every 120 Levels on the Collection Level Track after Collection Level 500 (until the next new card releases the following week).

Check out the featured cards and variants of the Spotlight Cache and our recommendations in our guide!

Strengths and Weaknesses

For just four energy, War Machine gives you the ability to play any card into any lane regardless of any restrictions for one turn. This could allow a lot of powerful plays, such as playing The Infinaut on Turn 6 or playing anything into Professor X‘s lane. It is an interesting effect that has the potential to change how we build decks, but is it really impactful? Is it really powerful to play any card without restriction in Marvel Snap?

Locations are core to Marvel Snap, and having control over them and or restricting access to them are some of the most powerful things you can do. Jeff the Baby Land Shark demonstrates this perfectly. With only three power, Jeff has consistently been one of the best cards in Marvel Snap since it’s release. The ability to play without restriction and play into any lane has been enough for Jeff to be featured in many decks already. War Machine is different, however, in two key ways, both of which make him less flexible than Jeff: he is more expensive, and he only enables the effect on the following turn.

These are not insignificant, and they may end up resulting in War Machine not feeling as flexible as Jeff. These limitations also make it clear to your opponent that you can play anywhere the following turn, which removes the element of surprise that Jeff has. These differences mean you may feel the need to include cards that are enabled by War Machine.

Plenty of cards can be considered “enabled” by War Machine. The Infinaut is the obvious the headliner; coming in at 20 power, the ability to play this freely on Turn 6 rivals Blob and could swing lanes alone. The less flashy but more impactful card, though, could be Ebony Maw. At seven power and one energy, you can still play other cards on Turn 6 alongside it, and, if you do play Ebony Maw early on, War Machine allows you to play more cards behind it later on. This double synergy is appealing because you’re less pigeonholed on how you can play the card.

This highlights the potential problem for this synergy: the cards that are enabled are all poor plays without War Machine. You’re locking in War Machine as part of your Turn 5, and that limits how you can play. Hope Summers will help since it can give you extra energy to play The Infinaut and Ebony Maw on Turn 6, though. This negative may seem like it could make the decks too linear and reliant on War Machine, but if the power output is high enough it can potentially still be worthwhile.

However, the best application is likely less flashy and less exciting. With Zabu, War Machine becomes a 3-Cost card. This allows you to play him alongside more cards and makes it much easier to fit into your deck. Rather than big flashy cards being enabled, it may be best to enable cards like Cull Obsidian. War Machine can help you play cards that are already within your deck while also letting you play into locked or bad locations (like Crimson Cosmos). The synergy with Cull Obsidian alone may be wort considering, and we could be on the verge of the new 4-Cost value deck.

The Verdict

War Machine debate has been swaying between “it enables crazy combinations” and “it’s just a more expensive, telegraphed Jeff”. However, it is much more than this because it enables solid midrange plays (as well as the ability to play Ebony Maw on Turn 6). The small edges it provides alongside the ability to play Ebony Maw on more turns should be enough to consider this card.

The point that I think is often missed is the package for War Machine doesn’t need to be large. You can include cards like Cull Obsidian, Crossbones, and Ebony Maw and use War Machine as a way to ensure you can get those cards down consistently (while having ways to play them anyway).

All other synergies aside, the biggest restriction in Marvel Snap is not from your opponent, it is the locations. The ability to freely play into some of the most restrictive locations while your opponent cannot just wins games.

Potential Score:

Rating: 9 out of 10.

The Infinaut

The Infinaut
Created by SafetyBlade
, updated 1 month ago
1x Collection Level 1-14
1x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
1x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
4x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.8
Cost
0-
1
2
3
4
5+
5.8
Power
0-
1
2
3
4
5+

The Infinaut is the flashy way to play the new card. Here you have a solid early game that supports Hope Summers. As a starting point, Crossbones and Cull Obsidian are the 4-drops alongside Zabu. However, you could look at dropping one or both of them if Ebony Maw alone ends up being enough support. The rest of the shell supports getting ahead and allowing you to play War Machine into Hope Summers on Turn 5. This allows you to get to seven energy and play out The Infinaut with energy to spare for Kitty Pryde or Ebony Maw.

Remember: Hope Summers -> War Machine -> Turn 5 The Infinaut is always an option as well.

Zabu

The Ebony War Machine
Created by SafetyBlade
, updated 1 month ago
3x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
4x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.4
Cost
0-
1
2
3
4
5+
5.6
Power
0-
1
2
3
4
5+

The Infinaut is a really bad card if you don’t get exactly War Machine on Turn 5, though. Plus, War Machine on Turn 5 is not the greatest tempo play, so this deck looks to be a lot more flexible by only having two cards that potentially benefit from the effect: Ebony Maw and Cull Obsidian. These two cards can be played out with this deck earlier than Turn 6, and you will have other ways of playing the later turns with Doctor Doom and Magneto. Wave may be greedier than required, but it allows for the Doctor Doom and Magneto finisher (if The Infinaut is everywhere, though, this might end up hurting more than it helps). The plan here is simple: Zabu -> Hope Summers -> stack Hope’s lane play and War Machine on Turn 4 or Turn 5 -> play everything.

Guardians of the Galaxy

Trash Panda
Created by SafetyBlade
, updated 1 month ago
1x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
1x Collection Level 486+ (Pool 3)
6x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Starter Card
3.3
Cost
0-
1
2
3
4
5+
4.4
Power
0-
1
2
3
4
5+

This deck uses the Guardians of the Galaxy for power and War Machine to loosen restrictions on the final turns (if required). Ebony Maw and Iron Lad may have some risk, but this should be avoidable in game if you play around it. The deck has a lot of mobility and aims to limit the opponent while keeping your plays unlimited. On top of all that, you’re still able to drop significant on Turn 6.

Shuri

The Shuri-Naut
Created by SafetyBlade
, updated 1 month ago
1x Collection Level 1-14
1x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
4x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.7
Cost
0-
1
2
3
4
5+
6.3
Power
0-
1
2
3
4
5+

This Shuri aims to have multiple ways of playing out The Infinaut. Hope Summers is the glue that allows you to do one of the following:

The rest of the deck is just regular Shuri things. Nightcrawler can enable Cull Obsidian and Hope Summers as well.

Movement

Magnetic Wars
Created by SafetyBlade
, updated 1 month ago
2x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
5x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.9
Cost
0-
1
2
3
4
5+
5.3
Power
0-
1
2
3
4
5+

Finally, here is a deck that is looking to really cement the War Machine “package” as Ebony Maw and Cull Obsidian. Here you have a Move package alongside these cards as your power, and you can hold them for the final turns or play them out and still relocate your power to win games.

The Movement cards keep you flexible, but it may be worthwhile trying to fit Shang-Chi or Enchantress for some added disruption.

Variants

Loading...
If you see this for too long, please disable AdBlock and try to reload the page...

Closing Thoughts

War Machine may seem like it doesn’t have a clear home, but hopefully today I helped you understand how that may not be the case. Not only does it have some potential homes, but it also could potentially end up being a requirement in the Marvel Snap meta. But, as always with cards that seem to change the game, proceed with caution.

Good Luck, Have Fun, and Stay Safe!

Captain Marvel Artgerm

⭐ Premium

Enjoy our content? You can Support Marvel Snap Zone and your favorite content creators by subscribing to our Premium community! Get the most of your Marvel Snap experience with the following perks for paid membership:

  • No ads: Browse the entire website ad-free, both display and video.
  • Exclusive Content: Get instant access to all our Premium articles!
  • Meta Reports: Exclusive daily meta reports, such as the Ultimate Card Metrics Report, Top 10 Decks of the Day, Top 30 Cards, and Top Card Pairs tailored for you!
  • Team Coaching: Join our free weekly team coaching call sessions on the Discord server. Claim your Premium role and gain access to exclusive channels where you can learn and discuss in real time!
  • Premium Dashboard: Get full instant access to the member-only dashboard, the all-in-one page for all your benefits.
  • Support: All your contributions get directly reinvested into the website to increase your viewing experience! You get also get a Premium badge and border on your profile.
  • Special offerFor a limited time, use coupon code SBYREX4RL1 to get 50% off the Annual plan!
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: 211