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.
- 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

Character | Cost | Power | Ability |
Viper | 2 | 3 | Your opponent gains control of one of your other cards at this location. |
The Hood | 1 | -2 | Add a Demon to your hand. |
Scorpion | 3 | 3 | Afflict cards in your opponent’s hand with -1 Power. |
Rock Slide | 4 | 6 | Shuffle 2 Rocks into your opponent’s deck. |
Kill Monger | 3 | 3 | Destroy ALL 1-Cost cards. |
Maximus | 3 | 7 | Your opponent draws 2 cards. |
Hobgoblin | 5 | -8 | Your opponent gains control of this. |
Green Goblin | 3 | -3 | Your opponent gains control of this. |
Debrii | 3 | 3 | Add a Rock to each other location for both players. |
Doctor octopus | 5 | 10 | Pull 4 random cards from your opponent’s hand to their side of this location. |
Cross Bones | 4 | 8 | You can only play this at locations where you are winning. |
Carnage | 2 | 2 | Destroy your other cards here. +2 Power for each destroyed. |
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

Carnage

Scorpion

Viper

Green Goblin

Debrii

Killmonger

Maximus

Rock slide

Hobgoblin

Doctor Octopus

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

Character | Cost | Power | Ability |
Kingpin | 3 | 4 | When a card moves here on turn 6, destroy it. |
The Hood | 1 | -2 | Add a Demon to your hand. |
The Viper | 2 | 3 | Your opponent gains control of one of your other cards at this location. |
Zero | 1 | 3 | Remove the abilities on the next card you play. |
Red Skull | 5 | 14 | Enemy cards at this location have +2 Power. |
The Lizard | 2 | 4 | -3 Power if your opponent has 4 cards here. |
Juggernaut | 3 | 3 | If your opponent played cards here this turn, move them randomly. |
The Enchantress | 3 | 4 | Remove the abilities from all Ongoing cards at this location. |
Hobgoblin | 5 | -8 | Your opponent gains control of this. |
Ebony Maw | 1 | 6 | You can’t play this after turn-3. Ongoing: You can’t play cards here. |
Arnim Zola | 6 | 0 | Destroy a random friendly card here; add copies of it to the other locations. |
Venom | 3 | 1 | Destroy your other cards at this location. Add their Power to this card. |
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

Zero

Ebony Maw

Viper

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

Venom

Juggernaut

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

Hobgoblin

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

Arnim Zola

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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