Marvel Snap: BEST Supervillain Decks & Strategies 

Here are the Marvel Supervillain decks you can use in Marvel Snap to help you win.

All the evil Supervillains in Marvel Snap are taken directly from Marvel Comics and MCU into their game. The best decks made from these villains are not only cool to look at but can win you locations in battles as well. 


Key Highlights 

  • The Terrible Twelve deck can be called the most disruptive deck in the game.
  • Each deck contains evil supervillains who are not only cool to look at but extremely powerful.
  • Since The Terrible Twelve Deck has a lot of Pool Three cards, you might have to wait a while to unlock them all.
  • Hydra Deck’s strategy will mostly focus on filling up the opponent’s location with decreased powers.
  • It is up to you to find the deck that fits your playstyle. 

1. The Terrible Twelve 

Supervillains In Marvel Snap
Marvel Snap The Terrible Twelve Deck – [Image credit: eXputer]
It could be called the most disruptive deck in the whole game, and with all these supervillains in the deck, it’s hard to choose whether you’re on the good side or bad. Whichever side you end up being on, selecting the supervillains deck in Marvel Snap can be advantageous as it is packed with a powerhouse of cards that can unleash their powerful evil abilities onto the opponent. 

With low-cost characters like Maximus and The Hood, racking up points in the starting turns can be effortless. Finishers like Doctor Octopus and Crossbones can turn the tides of the battle in later rounds. Because of many pool three cards in the deck, unlocking the cards can be hard. Nonetheless, it will be worth the wait.

Decklist With Abilities 

  • The Hood – On Reveal: Add a Demon to your hand.
  • Carnage – On Reveal: Destroy your other cards here. +2 Power for each destroyed.
  • Scorpion – On Reveal: Afflict cards in your opponent’s hand with -1 Power.
  • Viper – On Reveal: Your opponent gains control of one of your other cards at this location.
  • Green Goblin – On Reveal: Your opponent gains control of this.
  • Debrii –  On Reveal: Add a Rock to each other location for both players.
  • Killmonger – On Reveal: Destroy ALL 1-Cost cards.
  • Maximus – On Reveal: Your opponent draws 2 cards.
  • Rockslide – On Reveal: Shuffle 2 Rocks into your opponent’s deck.
  • Crossbones – You can only play this at locations where you are winning.
  • Hobgoblin – On Reveal: Your opponent gains control of this.
  • Doctor Octopus – On Reveal: Pull 4 random cards from your opponent’s hand to their side of this location.  

In The Terrible Twelve, every card’s unique ability makes them have a separate role from one another.

The Hood

The Hood Supervillains In Marvel Snap
Marvel Snap The Hood – [Image credit: eXputer]
As a card that costs 2 with a power of -2, you wouldn’t think to use it in your deck. But he has a really powerful ability up his sleeve, which is the demon. After playing the card, you get a demon into hand costing only just 1 energy with a whopping 6 power. Playing it early will rack up points instantaneously, giving you the upper hand almost every time. Unlocked at level 462 and above in Pool Three.

Carnage

Carnage Supervillain
Marvel Snap Carnage – [Image credit: eXputer]
Well, carnage with his rampage can tear down your opponent’s cards and your cards into shreds. Yes, you heard right his ability allows him to destroy each card you played on a single location. But you use that to your advantage by dropping him in mid-rounds to destroy either decoy cards and gain power or low-cost and power cards. Unlocked in level 18 and above in Pool One.

Scorpion 

Scorpion Supervillains In Marvel Snap
Marvel Snap Scorpion – [Image credit: eXputer]
A great card to use at either turn one or two because of its ability to inflict damage upon your enemy’s card power. It lowers their card’s power by one, making some even worth 0 power if they try to use it. Its little damage can cause entire game plans to fall down and crumble, so it makes it a reliable card. Unlocked at level 222 and above in Pool Two. 

Viper

Viper In Marvel Snap
Marvel Snap Viper – [Image credit: eXputer]
With its power of 3, it makes it a great starting card, but with its unique ability, if you play it right can be mad annoying for your opponent. A smart play like pairing it with Debrii or The Hood will disrupt the enemy’s plan. A very clever tactic that your opponent could not possibly see. Unlocked at level 462 and above in Pool Three

Green Goblin

Green Goblin Supervillains In Marvel Snap
Marvel Snap Green Goblin – [Image credit: eXputer]
Oh yes, the evil Green Goblin, a powerful supervillain in Marvel Snap, is what the deck needs. His ability can be tricky to use, but if done correctly, it can aggravate your opponent into making mistakes. When used, it goes into the opponents’ lane to fill their spot. You would think that would be bad for us, but no. It has a power of -3, making it so that it decreases the power of the opponent’s location. It is unlocked at level 462 and above in Pool Three. 

Debrii 

Debrii Supervillain
Marvel Snap Debrii – [Image credit: eXputer]
She might be an anti-hero and not a proper villain, but her abilities can make her seem like a villain to the opponent. Using rocks to fill up spots in locations, Debrii can be played in the middle turns to annoy your opponent and spoil their plan. Don’t worry about the rocks in your spot since Carnage and Viper are there to help. Unlocked at level 462 and above in Pool Three. 

Killmonger

Killmonger Supervillains In Marvel Snap
Marvel Snap Killmonger – [Image credit: eXputer]
Feel lucky when you draw Killmonger in your hand because, in turn three, Killmonger’s ability will massacre the opponent’s cards. With the ability to destroy 1 cost cards, Killmonger is arguably the best middle-turn card. You can call it a very flexible card that can win you battles easily. Unlocked at level 462 and above in Pool Three.

Maximus 

Maximus Supervillain
Marvel Snap Maximus – [Image credit: eXputer]
 The powerful punch the card packs is amazing. A whopping power of 7 makes it a great turn 6 or turn 5 card and with a low cost like 3, you can definitely pair it with cards like Debrii. His ability allows him to make the opponent draw two cards filling up their hand and causing mayhem. Unlocked at level 462 and above in Pool Three.

Rock slide

Rock Slide Supervillain In Marvel Snap
Marvel Snap Rock Slide – [Image credit: eXputer]l
At turn four, using Rock Slide is the best way to strategically win points at locations because it has a power of 6. But there is more to him than that. As one can tell by his name, the rocks he uses to fill up his opponent’s spot is a keen move to utilize. He is unlocked at level 456 and above in Pool Three. 

Hobgoblin 

Hobgoblin Supervillains In Marvel Snap
Marvel Snap Hobgoblin – [Image credit: eXputer]
Similar to Green Goblin, hobgoblin’s ability is a risky trick that you can play on your opponent. It is a turn 5 card with a -8 power which, when revealed, gets into the opponent’s side as their card. Now with a -8 card in their lane, the total power at the location decreases by 8. But be careful since if they fill up their four spots at turn 5, the -8 powered Hobgoblin stays at your side. Unlocked at level 222 and above in Pool Two.

Doctor Octopus 

Doctor Octopus In Marvel Snap
Marvel Snap Doctor Octopus – [Image credit: eXputer]
Now finally, the finishing robotic tentacle card, Doctor Octopus, is played at either the fifth or sixth turn. With a power of 10, the card is used to seize and win locations with the ability to draw four cards at the opponent’s location. It could either be good or bad for you because it depends entirely on the opponent’s hand. Unlocked at level 486 and above in Pool Three

Gameplan

It is a simple strategy. Our whole deck is based on decreasing the opponent’s power at locations and filling their spots. Firstly, we start with one of our evil supervillains in Marvel Snap, The Hood at turn 1, which gives us a powerful demon at hand.

Then we remove the -2 power at that location by the Viper Hood combo, which sends The Hood to the opponent’s side of the location. Secondly, at turns two and four, Debrii can be paired up with carnage, respectively, because carnage can easily clean up Debrii’s rock at our side with additional +2 power for each rock. 

At turn 4 we can pair Maximus a cost 3 card with the Demon in our hand. Their combined power adds up to 13, winning you a single lane comfortably. Hobgoblin is one of the best cards to be played at turn five because of its -8 power which you transfer to the enemy side, decreasing their total power and also filling up a spot. We end it by using Doctor Octopus at turn six, who is best played at an empty location getting you the win, well, hopefully.

2. The Hydra Deck

Hydra Supervillains
Marvel Snap The Hydra Deck – [Image credit: eXputer]
A deck based on the hydra supervillains in Marvel Snap. A unique set of cards paired up together to make one of the best decks. The cards might be evil, but they are enough to outplay any superhero or avengers deck and get a win in the process. Progressing in the game will be easier if you have a deck like it at hand. However, building deck will not be easy, especially if you are a beginner. So you have to take your time with the deck.

With power cards like Red Skull at hand, you can thwart the opponent with its amazing power and let them know who is in control of the battle. With Arnim Zola in the deck, you can make combos like Skull Zola or Goblin Zola to absolutely massacre the opponent. The cards in the deck are filled with enough trickery and power that you won’t have to worry about winning those two lanes.

Decklist With Abilities 

  • The Hood – On Reveal: Add a Demon to your hand.
  • Zero – On Reveal: Remove the abilities on the next card you play.
  • Ebony Maw – You can’t play this after turn-3. Ongoing: You can’t play cards here.
  • Viper – On Reveal: Your opponent gains control of one of your other cards at this location.
  • Lizard – Ongoing: -3 Power if your opponent has 4 cards here.
  • Venom – On Reveal: Destroy your other cards at this location. Add their Power to this card.
  • Juggernaut – On Reveal: If your opponent played cards here this turn, move them randomly.
  • Kingpin – When a card moves here on turn 6, destroy it.
  • Enchantress – On Reveal: Remove the abilities from all Ongoing cards at this location.
  • Hobgoblin – On Reveal: Your opponent gains control of this.
  • Red Skull – Ongoing: Enemy cards at this location have +2 Power.
  • Arnim Zola – On Reveal: Destroy a random friendly card here; add copies of it to the other locations.

We should know beforehand how to play each card and know what the roles of all cards are in order to get the victory. 

The Hood

The Hood Supervillains In Marvel Snap
Marvel Snap The Hood – [Image credit: eXputer]
Making a comeback in the Hydra Deck, The Hood is played exactly like before as a turn-one or two-card with the demon at hand. You could play both of them at turn two or use Viper to send the hood on the other side. Unlocked at level 462 and above in Pool Three. 

Zero 

Zero In Marvel Snap
Marvel Snap Zero – [Image credit: eXputer]
With a card like zero, you might worry about being at a disadvantage due to its ability to remove the abilities of the next card you play. But with cards like Red Skull and Lizard, you can pair them up with zero to mess with the opponent’s main game plan and wreak havoc. It costs low and has the power of 3 so it is best when played with combos. Unlocked at level 486 and above in Pool Three. 

Ebony Maw 

Ebony Maw Supervillain In Marvel Snap
Marvel Snap Ebony Maw – [Image credit: eXputer]
And finally, Thano’s child Ebony Maw. A high-powered card with a low cost of just 1 energy, Ebony Maw packs a punch one can’t recover from. With a power of 7, ebony makes a great turn-three card. You do have to fill up a location entirely because you cannot play a card after Ebony Maw in the same location. But if you do end up filling an area with cards, finishing it with Ebony Maw will be the move. Unlocked at level 222 and above in Pool Two.

Viper

Viper In Marvel Snap
Marvel Snap Viper – [Image credit: eXputer]

Another previously discussed card Viper can be of great use in the deck. A great turn-two card that can be used to further power up a location by 3 and send useless cards like Rocks or your The Hood to the other area. It could be very advantageous to play Viper at times but be careful not to pair it with high-power cards or else you will end up losing them. Unlocked at level 462 and above in Pool Three. 

Lizard 

Lizard In Marvel Snap
Marvel Snap Lizard– [Image credit: eXputer]
Playing lizard can be a bit tricky and hard. Because if your opponent fills the location with two cards, your total power will be decreased by -3. There are two ways you can play Lizard. Either combo it with viper and fill up your side of the location so that the opponent team gets a -3. Or play it at a location where the opponent isn’t giving much attention. Unlocked at level 18 and above in Pool One. 

Venom 

Venom In Marvel Snap
Marvel Snap Venom – [Image credit: eXputer]
The creepy goey symbiote is actually a great help in the deck. It is mostly used in the fourth turn and has a power of 1. But with its ability to destroy your cards and rack up their power in itself, it is extremely unique. Clearing some space in the location will be easy to play more cards there. Unlocked at level 462 in Pool Three. 

Juggernaut 

Juggernaut In Marvel Snap
Marvel Snap Juggernaut – [Image credit: eXputer]
A very clever card disguised in the form of a turn-three card. People can use it in middle turns and move the opponent cards to a location in which they initially did not want to play the card at. It is most beneficial when there’s a location decreasing card power, so when you move their card to that location, their power can be deducted. Unlocked at level 462 and above in Pool Three. 

Kingpin 

The king of Hell’s Kitchen himself. Kingpin not only gives a good amount of power but destroys opponent cards in turn 6. That is if the opponent card like Captain Marvel moves. It is a rare occurrence which is why we pair it up with Juggernaut who when played at turn 6, can move the opponent’s card to Kingpin’s lane. Then the card will be destroyed, and as a result, the other team lose the locations and probably the match. Unlocked at level 462 and above in Pool Three.

Enchantress

Enchantress In Marvel Snap
Marvel Snap Enchatress – [Image credit: eXputer]
With the sorceress, there is a unique advantage you can get. If one of your power cards has an Ongoing ability that is not vital for the game plan, you use Enchantress. Since it will remove that ability and make you more secure. Unlocked at level 18 and above in Pool One.

Hobgoblin

Hobgoblin Supervillains In Marvel Snap
Marvel Snap Hobgoblin – [Image credit: eXputer]
 

As previously mentioned hobgoblin is a turn 5 card you play. You should be vigilant though because if the opponent fills up the location, Hobgoblin stays at your location. Otherwise, it is an absolutely cunning card to use. He is unlocked at level 222 and above in Pool Two.

Red Skull 

Evil Red Skull In Marvel Snap
Marvel Snap Red Skull – [Image credit: eXputer]
The build-around of the deck is Red Skull who is the Hydra General. Who packs quite a punch with an amazing power of 14 Red Skull 14 you can easily obliterate the enemy at the fifth turn. Moreover, you can pair it up with Zero or Enchantress in order to have its max power at the location without its ability coming in the way. Unlocked at level 462 in Pool Three. 

Arnim Zola 

Arnim Zola In Marvel Snap
Marvel Snap Arnim Zola – [Image credit: eXputer]

The final hydra card played in the deck is Arnim Zola. You might get fooled by his power of 0 because he has a special ability that allows him to replicate a friendly card into two other locations. While the original card gets destroyed. As you can tell the ability is kind of overpowered but the random card selection balances it. The combo goes great with Red Skull and if you play it right, you might win all three locations even if you are facing an experienced player. 

Gameplan

There are multiple ways you can approach the strategy of the supervillains deck in Marvel Snap since some cards depend on each other to make a powerful impact. Your main strategy will just start by playing The Hood at the first turn.

After getting The Demon into your hand, you play Viper to move The Hood into your opponent’s deck to decrease their power by two. Then at turn three, you play Zero with The Demon making the opponent think you made some sort of mistake, but they won’t see it coming.

The opponent might get arrogant and snap at you at the moment, thinking you’ll lose, but the three cards you play next will completely destroy his game plan. At the fourth turn, you play Enchantress on the middle lane, and additionally, at turn 5 you play the infamous Red Skull at a location.

In the final turn, you play Arnim Zola, who destroys the Red Skull card and adds copies of him in the other two locations where Zero and Enchantress are located. Both of them will remove the 15-powered Red Skull’s ability winning you both the locations. 

Final Words

Both of the decks of supervillains in Marvel Snap we mentioned here are easy to understand and simple to use. They vary from one another due to the playstyle required to play both of them. It is up to you to find the deck which you are comfortable using and is compatible with your play style. It will take some time to learn the strategy of both decks. But once you do, you can wreak havoc upon your opponents. 

The supervillains cards in Marvel Snap, besides being evil, are very powerful cards that you need to acquire. However, collecting the cards can be a little problem, but if you love the supervillains in Marvel Snap and the game itself, you can reach the levels with ease. So, which supervillain deck will you be using?

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Rabiya Rizwan


A veteran writer passionate about gaming. Rarely spotted in the streets, She is either cooped up gaming or watching Japanese cartoons. Striving to be a competitive Gaming Guides and Tier List writer, Rabiya is using her writing skills working for Exputer.

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