Marvel Snap: 2 BEST Move Decks [125+ Hours Experience]
The Move Decks in Marvel Snap can turn out to be quite powerful.
There are tons of Card Deck of each type in Marvel Snap. So, for the Move Deck, you’ll find countless Decks with variations. But not all of those can be the best Decks in the game. That’s why I have shortlisted two decks in the game. For one deck, I have selected the best Move Cards out of each pool. Whereas for the other, I only selected cards from Pool 1.
- The Move Deck in Marvel Snap is quite underrated.
- These Decks utilize moving cards from one location to another.
- When a card Moves, it either increases its own power or the power of other cards affected by it.
- Multiple Man and Human Torch are the best Move Cards in the game.
- For a new player that wants to try the Move Deck, they can have all the Cards by the end of Pool 1.
- The Best Move Deck cards come after you’ve progressed enough in Pool 3 to unlock Human Torch.
- Why Trust Us: With 125+ hours in the game, Daniyal is a trusted source for Marvel Snap guides!
Best Move Decks
Here’s all you need to know about the best move decks:
Name | Cost | Power | Abilities |
---|---|---|---|
Human Torch | 1.0 | 2.0 | Power doubles while moving |
Iron Fist | 1.0 | 2.0 | Move the next playing card to the left from the location |
Night Crawler | 1.0 | 2.0 | Move only once |
Forge | 2.0 | 1.0 | Grant +2 power to the next card |
Multiple Man | 2.0 | 3.0 | Build an old location's copy, when move |
Cloak | 2.0 | 4.0 | Both players can equally move cards |
Doctor Strange | 3.0 | 2.0 | Place highest power cards to the location |
Storm | 3.0 | 2.0 | Next card turn will be the last one because of flooded location |
Vulture | 3.0 | 3.0 | Grant +5 power, everytime it moves |
Hulk Buster | 3.0 | 4.0 | Merge it with any random card |
Enchantress | 4.0 | 4.0 | Exclude the abilities from every card on this location |
Heimdall | 6.0 | 8.0 | Move your card to the left of this location |
1. Ultimate Deck
My First Move Deck is a bit complex. I’m using some of the best Move Cards in the game; that’s why the deck extends to Pool 3. It has a mixture of all of the pools. If you’re the type of player who likes to have the best of the best, then it is the Deck for you. But if you are a player who wants to get into Move Decks as soon as they’re available, I have another deck just for you. More on that in a while.
- Why I Chose This: Based on my gameplay experience, this deck has it all – balance, versatility, unassailable, and high Power.
- High win rate.
- Equal Power distribution.
- Tough to counter.
- Not as accessible.
- Cards are somewhat tough to get.
Cards
For my first Move Deck, we’ll be using a selection of 12 Cards. You’ll find that not all of these are Move Cards or the cards that benefit from other cards Moving. One card out of these is to ensure that the enemy won’t be able to cripple your cards. Whereas the other insures that you will win a spot. More on all that in a while.
Here is the strategy I have for each of the cards in the Move Deck:
Human Torch
Cost | 1 |
Power | 2 |
Abilities | Power doubles while moving |
Human Torch is one of the most important cards in the current Move Deck. He is a one-cost and two Power card. That doesn’t seem much until you check out his ability. Every time he moves, his ability doubles his current Power. It doesn’t seem a lot until you consider the use case of his ability.
Now, remember, Human Torch’s power doubles every time he moves. If you play him right after Human Fist, he will move one location to the left. That will double his power. Then, you’ll have to use Doctor Strange, and Cloak to move him again. And on the final turn, when you move him using Heimdall, he will have the final Power of 32. That alone will be more than enough for you to win the game.Iron Fist
Cost | 1 |
Power | 2 |
Abilities | Move the next playing card to the left from the location |
The first card on your deck would be Iron Fist. He is a one-cost and two Power card. His On Reveal ability punches the next card that you’ll play one spot to the left. He is one of the vital cards in a Move Deck as you’ll be using him to move some of the first cards in your deck in Marvel Snap.
The strategy with Iron Fist is to play him on the first turn. After that, your card would be either Human Torch or Multiple Man. We’ll explain in a while how both of these work, but if done right, you’d either have 2 Power at 1-cost or 6 power at 2-cost. What happens is Iron Fist remains unaffected by his ability, but the next card you’ll play will move to the left.Nightcrawler
Cost | 1 |
Power | 2 |
Abilities | Move only once |
With one cost and two power, I have Nightcrawler. Nightcrawler’s ability allows him to move once he is played. You can move him to awkward positions where you wouldn’t be able to place a card. Another reason why he is great as you’ll get an early move on your deck. It can move on the second turn even when you’re placing your other move cards.
Nightcrawler on his own is a great card. The flexibility on Night Crawler allows you to move him to wherever you want. It isn’t dependent on other Move Mechanics Cards. Whenever you feel like you’re losing a location, or that you want to put pressure on the opponent, move your card there. The two extra power will definitely come in handy to help you win.Forge
Cost | 2 |
Power | 1 |
Abilities | Grant +2 power to the next card |
One of the key cards to the Pool 1 Move Deck is Forge. Forge is a two-cost and one Power card, but his strength lies in his On Reveal ability. The On Reveal Ability gives the next card you play +2 Power. You can use the ability on a lot of heroes in the deck because eventually, every card here will benefit from it.
But, the best benefit you can get from it is on Human Torch. If you check his ability, his power doubles every time you move him. When you play it right before Human Torch, you’ll get a 2+2 Power Human Torch. And then, every time you move him, his power will double what he currently has.Multiple Man
Cost | 2 |
Power | 3 |
Abilities | Build a copy at an old location’s when moved. |
In every Move Deck, the main card would always be Multiple Man. Multiple Man is one of the reasons why the Move Decks are so successful. It is a two-cost three Power card. His ability is when he is moved, he leaves a copy of himself at his last location.
The strategy to use him is quite simple. Play him on the second turn, and your goal should be to buff him using Hulk Buster. The Hulk Buster card will attach to him and make him a 7-Power card. That’s not the end of his use. At that point, your target should be to move him as much as you can. With each move, he will leave a copy of himself, a 7-Power card, at the last location.Cloak
Cost | 2 |
Power | 4 |
Abilities | Both players can equally move cards |
Another one of the Move mechanics cards is Cloak. The card is a two-cost and four Power card. In itself, it is a solid card that you can use at times to win a location. But that’s not the only use of it. Its ability is an On Reveal ability. On Reveal, in the Next Turn, both you and the opponent can move any card in the Cloak’s location.
Doctor Strange
Cost | 3 |
Power | 2 |
Abilities | Place highest power cards to the location |
One card that would be vital to make all of the plays in the game is Doctor Strange. But, there are certain things that should happen before you can use him. The three-cost and three Power card can’t do much on its own. But Doctor Strange’s ability is what matters. On Reveal, he will Move the highest Power card in any of the locations to himself. Thus, will trigger the Move ability of that card.
Doctor Strange’s best use case is with Human Torch and with Multiple Man. Especially with Multiple Man if you have more than one. Okay so, to trigger his ability, any one of these cards needs to be the highest power card in any of the locations. When you use him, he will pull that highest power card toward himself. If you have two Multiple Man with high Power, then he will move both of these towards himself.Storm
Cost | 3 |
Power | 2 |
Abilities | Next card turn will be the last one because of flooded location |
When you’re about to win a location, then the best card you can play there would be none other than Storm. The storm is a three-Cost and two Power card. Her ability is an On Reveal ability that locks a location on the next turn. On Reveal, she floods the location she is played in. And then, the next turn would be the last for you and the opponent to play a card there.
Now, the use case of Storm is to use her when you’re assured that you’ll win the location on the next turn. Or that you want to limit the options for the opponent. For the first example, it would be when you have a powerful Multiple Man, and you use Doctor Strange to bring it to the place of Storm. Another would be the Human Torch. On the move, its power would double where Storm is using her ability, hence a powerful combo.Vulture
Cost | 3 |
Power | 3 |
Abilities | Grant +5 power, everytime it moves |
Another Card in your Move Deck that benefits from Moving is the Vulture card. It is a three-cost and three Power card. That doesn’t seem much until you read its ability. Its ability allows it to gain +5 Power every time it moves.
The card in itself isn’t great. To make it useful, you’d need to have a moving card in your deck. You’d obviously have one if you’re playing the move Deck. Vulture can act as a sleeper agent and activate whenever it is required. The best use-case scenario would be with Cloak or Heimdall. You can have Vulture wait for its activation with its ability. And then you’d basically have a 3-cost and 8 Power card.If you don’t want to use it as a sleeper card, move it whenever you can. Vulture will get a +5 Power every time you move it. With Cloak, that will be 8 Power, and when you finally complete the combo with Heimdall, it will be a 13 Power card.
Hulk Buster
Cost | 3 |
Power | 4 |
Abilities | Merge it with any random card |
A great card in the Move Deck is the Hulk Buster. It is a three-cost and four Power card. But it shines due to its On Reveal ability. With the On Reveal ability, it merges with a random card on your side at the location where it is played. When it merges, it gives that card its Power attributes. If it’s a Human Torch, that card would become a 6 Power card.
But there is a small catch with the Hulk Buster. It merges with a random card. So if you plan on adding it with Multiple Man at a location, and if there is another card. Then, there is a chance that it will either Merge with Multiple Man, or with the other card. So, to properly utilize it, you need to use it at a location where the other card is the only card. That way, there will be a 100% guarantee that Hulk Buster will join with that card.Enchantress
Cost | 4 |
Power | 4 |
Abilities | Exclude the abilities from every card on this location |
A sort of insurance for your team is Enchantress. She is a four-cost and four Power card, but she shines in her On Reveal ability. As she is one of the combo breakers, her ability allows her to remove the ability from all of the Ongoing cards at the location she is played in.
Now, you won’t be using Enchantress in all of the games. She will be used quite rarely. The main purpose of Enchantress is to cancel Iron Man’s Ongoing ability or the ability of other such heroes. If you’re in a position where you need to play a 4 Power card to win, then Enchantress would be a great choice.Heimdall
Cost | 6 |
Power | 8 |
Abilities | Move your card to the left of this location |
The most important card in any of your Move Deck in Marvel Snap is the Heimdall card. A Move Deck is incomplete with the Heimdall, and that is because of the Card’s superb Reveal ability. Heimdall itself is a six Cost and eight Power card. That in itself is a solid card. But to get the most out of it, you’d need to consider the ability. The On Reveal ability will move All of the cards in one position to the left. It will trigger all of the card’s Move abilities.
2. Pool 1 Move Deck
The next Deck in my list of Best Move Decks is a Pool 1 Deck. Most of the cards in any Move Deck you see will be from Pool 1. It is due to the fact that almost all of the Move Cards are in that Pool. There are cards in Pools 2 and 3 that are great for Move Deck. But if you are a Move enthusiast like us, then you’d love to get on it right away.
To start with the Pool 1 Move Deck, you’d have to Unlock all of the Pool 1 Cards. That is because the Unlocking Cards in Marvel Snap is completely random. There is no pattern that for example, you’ll unlock Hulk Buster before the Multiple Man. You’d be fortunate if you could unlock all of the cards we’ll be using in the deck before finishing Pool 1.
- Why I Chose This: If you want to try out a Move Deck as soon as you start Marvel Snap, this deck would be my recommendation.
Cards
Here are the cards that you’ll be using for the deck:
- Iron Fist: On Reveal: Move the next card you play one location to the left.
- Night Crawler: You can move this once.
- Forge: On Reveal: Give the Next card you play +2 Power.
- Kraven: When a card moves here, this gets +2 Power.
- Multiple Man: When this moves, add a copy to the old location.
- Scarlet Witch: On Reveal: Replace this location with a random one.
- Doctor Strange: On Reveal: Move your highest Power cards to this location.
- Hulk Buster: On Reveal: Merge this card with a random friendly card at this location.
- Miles Morales: Spider-Man: If a card moved last turn, this costs 1.
- Iron Man: Ongoing: Your total Power is doubled at this location.
- Heimdall: On Reveal: Move your other cards one location to the left.
- America Chavez: You always draw this card on turn 6, and not before.
- Accessible.
- Easy to play.
- Several winning routes.
- Not as effective as the Ultimate Deck.
- Some cards lack synergy.
My Tips On Using The Move Deck
I like to play Marvel Snap competitively once I get into it, and so far, the Move deck has been my go-to for most cases. It’s my prime deck, not just because it’s erratic and overpowered but because there are so many options and backups available that you can always make it work, no matter what you have in your hand. With that said, after using it extensively, I’ve developed certain tactics to utilize your Move cards properly.
Starting off, always make sure you place your move-to-boost cards, like the Human Torch and Vulture, in either the center or righthand location. Similarly, cards that make other cards move, like Doctor Strange or Cloak, need to be placed in adjacent locations but not on the left hand side. This way, when you play Heimdall, all your move-to-boost cards take advantage and have enough room to gain additional Power. Lastly, if you have Hulk Buster, make sure you always pair him with the Human Torch or Multiple Man.
Final Thoughts
In Marvel Snap, the Best Move Decks unlock quite later in the game. That is because Human Torch, a powerful Move Card, is unlocked in Pool 3. And there is no certainty on when it unlocks. So, to have this deck, the player can use all the cards of Pool 1, as shown in my second Deck.
The Move Decks are quite hard to pull off in Marvel Snap. That is because oftentimes, you’ll have to think at least one step ahead of everything. You’ll have to place your cards accordingly and then use Heimdall’s card. Because if you don’t have the Left-most location empty, his ability will go to waste.
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