SpiderMan2099_02

Spider-Man 2099 and Ghost-Spider Decks: Weekend Mission Guide

Our guide for the this week's set of Weekend Missions featuring Spider-Man 2099 and Ghost-Spider! Complete the missions efficiently using our decks or decide if you want to purchase the card after!

During the weekend, there is now one more set of Missions for players to complete: The Weekend Missions! These involve additional rewards for winning games related to the week’s new card and the Season Pass card. These missions provide extra Collector’s Tokens and Gold! This week’s Weekend Challenges are:

Mission#Reward
Win Matches201,500 Season Pass XP
Win with Ghost-Spider starting in your Deck15150 Gold
Win with Spider-Man 2099 starting in your Deck4300 Collector’s Tokens

You need to win games with the card starting in your deck, and it does not count if the card was generated by cards such as Cable and Maria Hill. Each of these reward amounts will vary depending on the difficulty of the mission. There will be Weekly Missions available for each new card release. The goal of Weekly Missions is to allow players to earn back Collector’s Tokens from new cards and subsidize their cost.

The token missions are expected to differ from week to week, depending on the card. For example, three wins for 100 Collector’s Tokens, four wins for 300, and five wins for 500, depending on the week (1,000 Collector’s Tokens is on the highest end).

Most players will want to be efficient with these missions, so today we will give you three different decks that incorporate Spider-Man 2099 and Ghost-Spider. We’ll also give you a short guide on how to get the most out of the deck and finish the missions quickly, but first let’s take a quick look at the new card’s performance this week.

Compensation for last week’s Weekend Missions have been announced as follows, but has not yet been issued:

  • 1000 Tokens for anyone that purchased Silk during her spotlight week.
  • 150 Gold for anyone who purchased the Season Pass during Week 1 or Week 2.
  • 200 Credits for all players.

Performance

Spider-Man 2099‘s performance is interesting to analyze. It has not performed below 50%, but it doesn’t seem to be the missing piece to catapult Movement decks. There are more conditions here than initially meet the eye. The card has to be played first for four energy and then moved via the effect of another card like Iron Fist, Ghost-Spider, or Heimdall.

In order to have enough of these movement effects in your deck to activate the ability consistently, you’re forced into building a deck made up of mostly movement cards. This isn’t a bad thing necessarily, but it means the application of the card is limited. When we move the card, we then remove a card from the other side. The range on this could be anywhere from one power to twenty-two power, but you’ll always be rolling the dice if there is more than one target.

This is a positive and a negative. On the plus side, well timed moves can remove cards like Sera or Dracula that you otherwise would have little interaction with. The negative is that you could miss a game winning destroy. This negative is highlighted when we consider most of the big cards you’re going to want to hit are over nine power, and Shang-Chi guarantees that you hit those. If they’re not over nine power, they could be Ongoing cards that Enchantress can hit.

So, Spider-Man 2099 is an okay card for Movement decks that can have a positive impact on these builds. It has enough power alone, and it can be moved incidentally to get value. The mark against it is the effectiveness of other 4-drops at achieving the goal this card is aiming to reach – with less effort.

But how do we pair him with Ghost-Spider to rack up wins and complete the missions this weekend?

Decks

Moving Waves
Created by SafetyBlade
, updated 10 months ago
4x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
2.8
Cost
0-
1
2
3
4
5+
4.3
Power
0-
1
2
3
4
5+

This first deck focuses on getting an early lead with the movement cards. Play them on curve and put as much power down as you can. On Turn 4, if you can, play Spider-Man 2099 into a lane. This will allow for Turn 5 to be Wave + Cloak or Ghost-Spider. After Wave, you can either Aero for the win or shift your board with Heimdall to win. Just always be preparing for a Turn 5 Wave.

Moving Hawks
Created by SafetyBlade
, updated 10 months ago
4x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
3x Series 4 Rare – Collection Level 486+ (Pool 4)
3
Cost
0-
1
2
3
4
5+
3.9
Power
0-
1
2
3
4
5+

This deck looks to keep the core support for Spider-Man 2099 and combine it with the key Darkhawk package cards. Zabu is the glue that makes the interesting combinations possible in this deck. The game plan is actually almost identical to the previous one, but there is more flexibility for Turn 6. With Zabu down, your finisher could be two 4-drops instead, and this flexibility can lead to better match ups into, for example, Control decks.

Burn It All Down
Created by SafetyBlade
, updated 10 months ago
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.8
Cost
0-
1
2
3
4
5+
4.5
Power
0-
1
2
3
4
5+

Yes, the last two decks feature similar strategies, but the change from relying on moving cards between the two appeals to different types of players. For everyone else, including those who want to finish their missions in style, I have this deck. Versions of Destroy with Spider-Man 2099 have been showing up, so here is my attempt at the archetype with what we have now as the more “out there” take of the week.

Here we hide some key Destroy cards behind Invisible Woman and then just destroy a lot of stuff. Killmonger should activate Death most of the time, and we can include the trusty Wave in anticipation of opposing counter play. After all this, we drop Knull on Turn 6 to take advantage of all the work we did. Thanos is key here as the Infinity Stones are the main destroy targets, and they let you play a turn ahead for one turn or activate Spider-Man 2099.

Closing Thoughts

Wins with the new card may seem a tall order some weeks depending what quality of card is released. Hopefully this guide helps you decide first if you want the card prior to the missions coming out, and what you can potentially play to complete the missions quickly.

For more decks, check out the previous Weekend Mission guide!

Captain Marvel Artgerm

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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!

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